INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1665, 'osprem dm', ' infobox god name osprem nicknames image_name god_osprem gif pronun ah-sprem strength lesser goddess plane alignment portfolio sea voyages ships sailors layer domain superior allies xerbo dm xerbo foes wor_align __toc__ church clergy clerics alignment turn yes command no dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of osprem reqs wisdom 9 prime_reqs wisdom alignment ln weapons dagger hammer harpoon mace spear staff trident armor any major_sphere all animal see creatures only charm divination elemental air elemental water healing plant sea flora only protection summoning sea creatures only weather minor_sphere sun req_prof none bonus_prof none as a lesser power osprem may not grant 7th level spells priests of osprem have access to the spell   bless ship   priests of osprem may memorize   float     inkjet     reincarnate   sea creatures only  shellskin  varient of   stoneskin     siren song    spiritual trident  varient of   spiritual hammer    wall of coral  varient of   wall of stone    water devil    waveform   and   whirlpool   as if they were of their respective spheres at 3rd level priests of osprem may use   water breathing   once per day at 5th level priests of osprem may use   water walk   once per day at 7th level priests of osprem may use   shapeshift   as a druid twice per day though only to the forms of sea animals at 9th level priests of osprem may use   ice storm   once per day if within 1 mile of a major body of water at 11th level priests of osprem may   conjure water elemental conjure   an 8 hd water elemental which is guarantees never to be hostile or   conjure water elemental dismiss   a water elemental of any size once per day only one use of either ability is allowed in a single day not one use of both sources sources sources cerbion at canonfire dragon magazine # 90 u8e2809cgods of the suel pantheon v phyton xerbo and ospremu8e2809d by leonard lakofka l2 the assassinu8e28099s knot '),
(1333, 'god abbathor', ' '),
(1334, 'coat aerdy', ' '),
(1335, 'coat ahlissa', ' '),
(1336, 'amedian', ' '),
(1337, 'coat almor', ' '),
(1338, 'coat blackmoor', ' '),
(1339, 'coat bonemarch', ' '),
(1340, 'coat celene', ' '),
(1341, 'coat cruski', ' '),
(1342, 'coat dimre', ' '),
(1343, 'coat dyvers', ' '),
(1344, 'coat ekbir', ' '),
(1345, 'coat elredd', ' '),
(1346, 'coat fax', ' '),
(1347, 'coat frutzi', ' '),
(1348, 'coat furyondy', ' '),
(1349, 'coat geoff', ' '),
(1350, 'coat granmarch', ' '),
(1351, 'coat greyhawk', ' '),
(1352, 'coat grosskopf', ' '),
(1353, 'coat hart f', ' '),
(1354, 'coat hart hf', ' '),
(1355, 'coat hart v', ' '),
(1356, 'coat highfolk', ' '),
(1357, 'coat horned', ' '),
(1358, 'coat idee', ' '),
(1359, 'coat irongate', ' '),
(1360, 'coat iuz', ' '),
(1361, 'coat johrase', ' '),
(1362, 'coat ket', ' '),
(1363, 'coat lordship', ' '),
(1364, 'coat medegia', ' '),
(1365, 'coat narwell', ' '),
(1366, 'coat north', ' '),
(1367, 'coat nyrond', ' '),
(1368, 'coat onnwal', ' '),
(1369, 'coat pale', ' '),
(1370, 'coat paynim', ' '),
(1371, 'andevar', ' '),
(1372, 'beastman', ' '),
(1373, 'bissel s', ' '),
(1374, 'dmpage', ' '),
(1375, 'coat pomarj g', ' '),
(1376, 'coat pomarj h', ' '),
(1377, 'coat pomarj o', ' '),
(1378, 'coat radigast', ' '),
(1379, 'coat ratik', ' '),
(1380, 'coat relastra', ' '),
(1381, 'coat relmord', ' '),
(1382, 'coat reyhu', ' '),
(1383, 'coat robilar', ' '),
(1384, 'coat rookroost', ' '),
(1385, 'coat rovers', ' '),
(1386, 'coat safeton', ' '),
(1387, 'coat scarlet', ' '),
(1388, 'coat schnai', ' '),
(1389, 'coat seabarons', ' '),
(1390, 'coat seaprinces', ' '),
(1391, 'coat shield', ' '),
(1392, 'coat south', ' '),
(1393, 'coat spindrift', ' '),
(1394, 'coat sterich', ' '),
(1395, 'coat stonefist', ' '),
(1396, 'coat sunndi', ' '),
(1397, 'coat tenh', ' '),
(1398, 'coat tenser', ' '),
(1399, 'coat tiger', ' '),
(1400, 'coat tusmit', ' '),
(1401, 'coat ulek c', ' '),
(1402, 'coat ulek d', ' '),
(1403, 'coat ulek p', ' '),
(1404, 'coat ull', ' '),
(1405, 'coat urnst c', ' '),
(1406, 'coat urnst d', ' '),
(1407, 'coat valemage', ' '),
(1408, 'coat veluna', ' '),
(1409, 'coat verbobonc', ' '),
(1410, 'coat watch', ' '),
(1411, 'coat wolf', ' '),
(1412, 'coat yeomanry', ' '),
(1413, 'coat zeif', ' '),
(1414, 'god aerdriefaeyna', ' '),
(1415, 'god arvoreen', ' '),
(1416, 'god baervanwildwanderer', ' '),
(1417, 'god bahgtru', ' '),
(1418, 'god baravarcloakshadow', ' '),
(1419, 'god beory', ' '),
(1420, 'god berronartruesilver', ' '),
(1421, 'god boccob', ' '),
(1422, 'god celestian', ' '),
(1423, 'god ehlonna', ' '),
(1424, 'god erythnul', ' '),
(1425, 'god fharlanghn', ' '),
(1426, 'god heironeous', ' '),
(1427, 'god hextor', ' '),
(1428, 'god incabulos', ' '),
(1429, 'god istus', ' '),
(1430, 'god iuz', ' '),
(1431, 'god nerull', ' '),
(1432, 'god obad-hai', ' '),
(1433, 'god olidammara', ' '),
(1434, 'god pelor', ' '),
(1435, 'god stcuthbert', ' '),
(1436, 'god zilchus', ' '),
(1437, 'mephistopheles', ' '),
(1438, 'god rao', ' '),
(1643, 'beory', ' dmpage god_beory right beory the oerth mother is the goddess of nature rain and the oerth itself she is considered by some to be a manifestation of the oerth itself and thus followers of beory often spend their time communing with nature looking to the big picture they are often slow to act but when they do they remain extremely focused on their solution clerics of beory wander to feel the different sensations of the oerth using their power to relieve its pains where it is wounded  the oerth is the wellspring of all life whether on the surface below the waves or underground all life is part of the cycle of birth life and death and part of beory she inspires every living thing to grow nurtures them with blessed rain and calls them to herself when it is time to die disasters that cause widespread destruction are agony to her the actions of individuals are of no consequence unless they threaten the oerth   category gods '),
(1439, 'gods dm', 'common pantheon common pantheon common pantheon greater gods and goddesses beory dm beory n ng - the oerth nature rain boccob dm boccob n - magic arcane knowledge foresight balance cyndor dm cyndor ln - time infinity continuity incabulos dm incabulos ne - plagues sickness famine nightmares drought disasters istus dm istus n - fate destiny divination future honesty nerull dm nerull ne - death darkness murder the underworld pelor dm pelor ng - sun light strength healing rao dm rao lg - peace reason serenity intermediate gods and goddesses celestian dm celestian n ng - stars space wanderers st cuthbert dm st cuthbert ln lg - common sense wisdom zeal honesty truth discipline ehlonna dm ehlonna ng - forests woodlands flora and fauna fertility erythnul dm erythnul ce cn - hate envy malice panic ugliness slaughter fharlanghn dm fharlanghn n ng - horizons distance travel roads heironeous dm heironeous lg - chivalry justice honor war daring valor hextor dm hextor le - war discord massacres conflict fitness tyranny kord dm kord cg - athletics sport brawling strength courage lendor dm lendor ln - time tedium patience study obad-hai dm obad-hai n - nature woodlands freedom hunting beasts olidammara dm olidammara cn - music revels wine rogues humor tricks pholtus dm pholtus lg ln - light resolution law order inflexibility sun moons procan dm procan cn - seas sea life salt sea weather navigation ralishaz dm ralishaz cn ce - chance ill luck misfortune insanity sehanine moonbow dm sehanine moonbow cg ng - mysticism dreams far journeys death the full moon transcendence tharizdun dm tharizdun ne - eternal darkness decay entropy malign knowledge insanity tritherion dm tritherion cg - individuality liberty retribution self-defense ulaa dm ulaa lg - hills mountains gemstones wee jas dm wee jas ln le - magic death vanity law zilchus dm zilchus ln - power prestige money business influence lesser gods and goddesses allitur dm allitur lg ln - ethics property atroa dm atroa ng - spring east wind renewal beltar dm beltar ce cn - malice caves pits berei dm berei ng - home family agriculture blerred dm blerred n - metal mines smiths bralm dm bralm n ln - insects industriousness dalt dm dalt cg - portals doors enclosures locks keys delleb dm delleb lg - reason intellect study fortubo dm fortubo lg ln - stone metals mountains guardianship geshtai dm geshtai n - lakes rivers wells streams jascar dm jascar lg - hills mountains joramy dm joramy n ng - fire volcanoes wrath anger quarrels kurell dm kurell cn - jealousy revenge theft lirr dm lirr cg - poetry prose literature art llerg dm llerg cn - beasts strength lydia dm lydia ng - music knowledge daylight mouqol dm mouqol n - trade negotiation ventures appraisal reciprocity myhriss dm myhriss ng - love romance beauty norebo dm norebo cn - luck gambling risks osprem dm osprem ln - sea voyages ships sailors phaulkon dm phaulkon cg - air wind clouds birds archery phyton dm phyton cg - nature beauty farming pyremius dm pyremius ne - fire poison murder raxivort dm raxivort ce - xvart xvarts rat rats wererat wererats bat bats sotillon dm sotillon cg cn - summer south wind ease comfort syrul dm syrul ne - lies deceit treachery false promises telchur dm telchur cn - winter cold north wind vatun dm vatun lost cn - northern barbarians cold winter arctic beasts velnius dm velnius n ng - sky weather wenta dm wenta cg - autumn west wind harvest brewing xan yae dm xan yae n - twilight shadows stealth mental power xerbo dm xerbo n - sea sailing money business zodal dm zodal ng - mercy hope benevolence demigods and goddesses al''akbar dm al''akbar lg - guardianship faithfulness dignity duty iuz dm iuz ce - deceit pain oppression evil mayaheine dm mayaheine lg - protection justice valor merikka dm merikka lg - farming agriculture home rudd dm rudd cn cg - chance good luck skill vecna dm vecna ne - destructive and evil secrets wastri dm wastri ln le - amphibians bigotry self-deception zagyg dm zagyg cn cg - humor eccentricity occult lore unpredictability zuoken dm zuoken n - physical and mental mastery quasi-deities johydee dm johydee ng - deception kyuss dm kyuss ne - creation of undead kelanen dm kelanen n - swords keoghtom dm keoghtom ng - heroism extraplanar travel healing murlynd dm murlynd lg - technology invention hero-deities st bane the scourger dm st bane the scourger lg - undead hunting daern dm daern ln - fortifications heward dm heward n ng - music olman pantheon olman pantheon olman pantheon greater gods and goddesses mictlantecuhtli dm mictlantecuhtli le - death quetzalcoatl dm quetzalcoatl ln - air birds snakes tezcatlipoca dm tezcatlipoca ce - sun luna night betrayals lesser gods and goddesses camazotz dm camazotz ce - bats night chalchiuhtlicue dm chalchiuhtlicue cg - running water love huhueteotl dm huhueteotl ce - fire time huitzilopochtli dm huitzilopochtli n - war itzamna dm itzamna ng - medicine tlaloc dm tlaloc le - rain tlazolteotl dm tlazolteotl ce - vice elven pantheon elven pantheon elven pantheon greater gods and goddesses corellon larethian dm corellon larethian cg - arts battle lesser gods and goddesses aerdie faenya dm aerdie faenya cg cn - air flying creatures deep sashelas dm deep sashelas cg - ocean sea elves erevan ilesere dm erevan ilesere cn cg - mischief change thieves fenmarel dm fenmarel cn cg - wildlands hanali celanil dm hanali celanil cg - love beauty labelas enoreth dm labelas enoreth cg ng - longevity time rillifane dm rillifane cg cn - forests sylvan elves sehanine moonbow dm sehanine moonbow cg ng - mysticism death the moons solonor thelandira dm solonor thelandira cg - archery hunting survival demigods and goddesses ye''cind dm ye''cind cg - music magical songs '),
(1440, 'priest', 'specialty priest specialty priest specialty priest name  requirements   reqs  prime requisites   prime_reqs  alignment   alignment  weapons   weapons  armor   armor  major spheres   major_sphere  minor spheres   minor_sphere  required proficiencies   req_prof  bonus proficiencies   bonus_prof '),
(1441, 'priest', ' empty syntax priest name reqs prime_reqs alignment weapons armor major_sphere minor_sphere req_prof bonus_prof '),
(1442, 'adrien rockhill', ' has a poofy shirt '),
(1443, 'adelbert pisano', ' has schematics to a mean bean machine hidden on his person image katamari - push jpg thumb right ###px a young adelbert finding things for his backpack '),
(1444, 'glossary', ' monjubu-speak celes accent '),
(1445, 'monjubu-speak', ' buju unseen forces that act in a way that is not beneficial mambo unseen forces that act in a way that is not especially helpful or beneficial mambo wo man one who interprets the will of the gods or the spirits always assumed to have some kind of special powers and special knowledge even if they cannot use proper magic mojo unseen forces that act in a very beneficial manner mon an all purpose term serving roughly as you and this person as well as emphasis to direct attention category glossary '),
(1446, 'raccoon', ' may or may not be related to the common boggart and may or may not taste good in stew their natural enemies include cats and kreb kreb''s hat category creatures '),
(1447, 'church', 'the church the church the church  clergy   clergy  clergy  clergy''s alignment   alignment  turn undead   turn  command undead   command '),
(1448, 'church', ' empty syntax church clergy alignment turn command '),
(1449, 'boccob dm', ' infobox god name boccob nicknames the uncaring lord of all magic archmage of the deities image_name god_boccob gif strength greater power plane outlands alignment n portfolio balance magic arcane knowledge foresight layer the ninth ring domain the library of lore superior none allies zagyg foes tharizdun wor_align any neutral __toc__ boccob is the archmage of the powers an ancient deity on oerth known by all races of the world and predating all civilizations and most gods known as the uncaring one whether or not any serve or revere him seems of no importance to him as he is a rare breed; a god whose power draws not from his worshippers but rather from the forces of magic in oerth itself through this connection boccob boccob''s one personal interest in the goings-on of oerth is in the creation of new magic whether this be in the form of new items new spells or alchemical formulae rather than add to the slow depletion of magic each act of magical creativity adds one more drop of fuel to the lamp that is oerth oerth''s magic adding a moment moment''s more time before it is snuffed out completely within the library of lore one can find a copy of every magical item ever crafted by mortal hands every spell ever created and every alchemical formula successfully tested unconcerned with most actions of his followers boccob boccob''s chief concern is the slow ebbing of magic on oerth a fate shown to him through his role as a god of foreknowledge this decline is a source of great sadness to him as he believes it is oerth oerth''s magic that makes it a fascinating and interesting place having visited parallel worlds with no magic at all and finding them dull and petty in their technological conflicts he works to forestall the end though he knows he shall eventually fail it is his belief that tharizdun is somehow connected to this slow decline despite his imprisonment and boccob always investigates news and rumors of his activities and artifacts all times and planes are open to boccob who constantly seeks to learn more of the foundations of the multiverse; planar structures the underlying logic to magic and the underpinnings of its role in the vast fabric of existence hoping to find a clue somewhere to halt the eventual decline of magic on oerth some say that this ability extends even to the ability to enter the domain of another deity uninvited though he has never done such a thing having no desire to anger another god needlessly boccob in his aspect as a balance-keeper neither provokes nor avoids conflicts he does not instigate needless combat but will stand up to any fool who dares challenge him one of his greatest feats is the ability to wield dually the energies of the planes of plane of positive energy positive and plane of negative energy negative energy combining them into the lethal disc of concordant opposition a gray construct of interwoven energies from the two planes his mastery allows him to create this object almost at will and has used it to utterly destroy several liches archfiends and even mortal wizards who desired to challenge him or interfere with his work so thorough is this destruction that even their names are lost to history and few records even hint at their existence at all further boccob can tune the disk disk''s energies to bypass any sort of special defenses a creature may have or take advantage of its vulnerabilities throughout the flanaess seers and diviners entreat him for omens sages revere him and those seeking to create new magical items or spells often seek his aid boccob almost never leaves his own halls in the plane of concordant opposition for such requests preferring to send his demigod servant zagyg the mad instead boccob is portrayed as an old man with bright intense eyes clad in garments of purple bearing shimmering golden runes he leans upon a staff of the magi which also has the functions of a wand of conjuration church clergy priests wizards alignment n ln lg turn no command no compared to his power boccob has relatively few clerics in his fold rather most of his worshippers are sages seers and oracles boccob boccob''s priests are expected to be grave serious folk devoted to the pursuit of knowledge though not actively encouraging others to study magic neither does it consider it something that should be known only to an elite few the church promotes balance above alignment concerns and will fight to push back the encroachment of good just as they would the oppression of evil the church teaches that magic is the source of all that is important on oerth and magic must be preserved so as to continue the balance to this end they are one of the rare churches that do not try to destroy dangerous magical items even those made by those who would oppose the church church''s teachings instead they lock away items they feel are too dangerous such as those that destroy magic and use the remainder to bargain with rival faiths selling them to more appropriate owners and using the oney to finance further research priests of boccob tend to be one of two types almost nine-tenths of boccob boccob''s clerics are middle-aged sedentary followers devoting themselves to the pursuit of knowledge through their spells and libraries their skills lie not in daggers and combat magic but in information and prophecy they see themselves as seers oracles and prophets the remainder are the young more vital clerics that make up nearly the entirety of boccob boccob''s adventuring clerics they are the ones that join or lead expeditions to recover magical treasures tomes of lore and the like clerics of any type however are required to constantly work to improve their knowledge never becoming lax in their studies failure to properly continue their everlasting education results in chastisement and if the offense continues for too long even the loss of certain privileges the one significant taboo for priests of boccob is the destruction of magic in any form clerics of boccob are aware that they can always hand over items of any kind to the church for archiving and they believe that something can be learned from any magical knowledge even a good cleric of boccob would consider the destruction of an unholy relic abhorrent prefering to bring it to his superiors who would be able to hand it over to someone that could properly make use of it even the accidental destruction of magic is considered a tragedy for which the offender must pay penance because of his special connection to staves the staff is an important symbol to followers of boccob clerics and wizards alike consider it a great honor to own a staff of power at some point in their lives and in many temples a staff of power even one all but drained is a ceremonial item of great spiritual weight used during the most important rituals of the faith news of the location of a lost staff of power or even moreso staff of the magi is the cause of great excitement among the faithful and is one of the rare times for which even the older members of the church might leave a temple or library for an extended period dogma dogma dogma  seek balance above good evil law or chaos fight to push back the encroachment of good just as you would the oppression of evil magic is the most important thing on oerth and it must be preserved so that the balance can be preserved   common aphorisms among the faithful of boccob include the following balance above morality knowledge above all; the central creed of the faith used as a mantra in times of stress it is so conditioned into new followers that if presented with an absurd question of choice of actions a believer believer''s first choice is usually to quote it magic makes the world stranger than we could possibly imagine; a statement usually used as a response to folk that would doubt the existence of something bizarre in the world magic is the lifeblood of oerth; a follower of boccob is expected to nurture and protect magic as he would his own blood in this way he extends and invigorates his world just as eating sustains his own body and just as a sickened body cannot uphold the balance so to weakened magic cannot uphold oerth there are a number of stories common to the faithful three chief among them although they occasionally manage to be included in recorded texts most sages and scholars consider them myths they are known as boccob and the demon prince the wizard and the spell fountain and the lost spell and the end of magic day-to-day activities day-to-day activities day-to-day activities one of the more important duties of the various churches of boccob is the perservation of balance in lands where the forces of law chaos good or evil grow too strong and aggressive churches of boccob become more active in fighting their influence restoring the balance by opposing the more prevalent philosophies since local shifts are usually compensated elsewhere by opposing shifts they rarely have to expand their influence very far unless the offenders are trying to expand their influence beyond what they consider an acceptable amount they will ignore an introverted but extremist country that doesn''t affect its neighbors but will take action against a small organization for good that actively works to promote its agenda in a widespread area besides this churches of boccob are also charged with research whenever they are of the opinion that their intervention isn''t necessary although this is often into magical matters it also includes research into prophetic writings they guard these carefully to prevent the information within from falling into the wrong hands holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies the great discovery is celebrated every needfest during which every temple of boccob honors their discoveries in lore and magic over the course of the previous year clerics of boccob take this opportunity to inform other temples of their ongoing work announce graduating wizards and acolytes and compare notes every 5 years they expand this holiday to include testing interested parties for magical or oracular talent sponsoring explorations into places they''ve unearthed with the potential for great magical finds and the restocking of their armories with useful magic items particularly wands either by creating more or buying those available given the importance of prophecy and divination among the faithful of boccob any major celestial conjunction is considered a holiday among their ranks they are considered a time to celebrate and analyze their future like all services involving boccob these conjunction holidays involve complex rituals incense burning and recitations from works honoring knowledge special magic items with symbolic significance are often used as well many of the great prophecies concerning future events are made during these conjunctions and such proclamations are often the focus of these celebrations when a ranking cleric or powerful wizard of the faith dies whether or not an actual prophet the last rite of the prophet is performed a somber holiday in the church clerics read a eulogy recite a list of significant magic and lore discovered by the deceased and walk the perimeter of the temple graveyard or magical site while burning potent incense before the burial the church uses a special ritual to draw some of the magical power from a recently-departed willing spirit to recharge a magic item partially; in this way a part of the person remains behind to aid the mortal world major centers of worship major centers of worship major centers of worship the high temple in greyhawk is the main center of the faith led by the high cleric ravel dasinder as a member of the city city''s controlling oligarchy the church is a major force in the government of the area affiliated orders affiliated orders affiliated orders a minor order of clergy has recently arisen around the beliefs of a book considered heresy by many followers the rare water though small it is gaining strength among lawful followers of boccob these followers believe that magic is in fact a finite resource and every item created or spell cast expends a small part of it followers of this doctrine seek to limit the use of magic except for emergency situations policing themselves and others as best they are able vestments vestments vestments  day-to-day  purple robes with gold trim with further gold marking out a variety of magical runes across the robe  adventuring  generally the same though often duller than the vestments of the more settled clergy priest name loremaster reqs intelligence 14 or wisdom 16 prime_reqs intelligence wisdom alignment n weapons dagger flail knife mace sling staff staff-sling staff required by all followers armor any nonmetal major_sphere astral charm divination numbers thought minor_sphere creation elemental all guardian summoning time req_prof reading writing bonus_prof spellcraft priests of boccob have access to the spells disc of concordant opposition and boccob boccob''s rolling cloud all priests of boccob can cast divination spells as if they were two levels higher in terms of range area of effect duration etc at 7th level priests of boccob can cast commune once per day at 10th level priests of boccob gain the ability to use magical items normally usable only by wizards '),
(1450, 'gods', ' the various deities of oerth human or otherwise '),
(1451, 'glossary', ' a glossary of terms and phrases '),
(1452, 'celes accent', ' i hear that each apostrophe indicates a four second pause for breath category glossary '),
(1453, 'spell priest', ' level level school reversible  sphere   sphere  range   range  components   comp  duration   duration  casting time   cast_time  area of effect   aoe  saving throw   save category priest spell level pagename '),
(1454, 'spell priest', ' empty syntax spell priest level school reversible sphere range comp duration cast_time aoe save '),
(1455, 'spell wizard', ' level level school reversible  range   range  components   comp  duration   duration  casting time   cast_time  area of effect   aoe  saving throw   save category wizard spell level pagename '),
(1456, 'spell wizard', ' empty syntax spell wizard level school reversible range comp duration cast_time aoe save '),
(1457, 'cure light wounds', ' spell priest level 1 school necromancy reversible reversible sphere healing range touch comp v s duration permanent cast_time 5 aoe creature touched save none when casting this spell and laying his hand upon a creature the priest causes 1d8 points of wound or other injury damage to the creature creature''s body to be healed this healing cannot affect creatures without corporeal bodies nor can it cure wounds of creatures not living or of extraplanar origin the reverse of the spell  cause light wounds  operates in the same manner inflicting 1d8 points of damage if a creature is avoiding this touch an attack roll is needed to determine if the priest priest''s hand strikes the opponent and causes such a wound curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury '),
(1458, 'priest spell', ' a listing of all priest spells category spell '),
(1459, 'spell', ' spells '),
(1460, 'wizard spell', ' a list of all wizard spells category spell '),
(1461, 'calculate', ' spell priest level 1 school divination reversible sphere numbers range 0 comp s m duration instantaneous cast_time 4 aoe the caster save none by means of this spell the priest can accurately estimate the chance of success of one specific action such as climbing a dangerous cliff making a trick bowshot crossing a burning room unharmed or even striking an enemy the action in question must be one that would normally be resolved by a die roll but the priest doesnu8e28099t have to be the person who attempts the feat; he can use calculate to estimate the odds for anyone taking an action in his sight the priest has a 70 chance 2 per level of making an accurate estimate if successful the dm reveals to the player the actionu8e28099s chance for success or any modifiers that may be in play for example he could reveal a particular opponentu8e28099s armor class or thac0 the saving throw an opponent would require in order to save against a particular spell cast by the priest or the priestu8e28099s wizard companion or a characteru8e28099s chance to open doors bend bars or use a thief ability the priest could even calculate his odds for actions that might be resolved by a die roll or dm caprice such as his chance to avoid detection by hiding behind a rock this spell takes into account factors that the priest himself may not be aware of so from time to time a character may receive some very confusing results from this spell for instance if the priest doesnu8e28099t know that an orc chieftain is actually a polymorphed tanaru8e28099ri masquerading as an orc he may be astonished to learn that the orc has a thac0 of 7 if the priest fails his calculation check with a roll of 99 or 00 his calculation is wildly skewed in a random fashion the material component for this spell is a miniature abacus of ivory worth at least 100 gp it is not consumed in the casting of the spell '),
(1462, 'detect poison', ' spell priest level 1 school divination reversible sphere divination range 0 comp v s m duration 1 turn 1 rd level cast_time 4 aoe special save none this spell enables the priest to determine if an object has been poisoned or is poisonous one object or one 5-foot cubic mass can be checked per round the priest has a 5 chance per level of determining the exact type of poison the material component is a strip of specially blessed vellum which turns black if poison is present murlynd ''s priests eschew this material component at level 3 or higher '),
(1463, 'personal reading', ' spell priest level 1 school divination reversible sphere numbers range 0 comp v s m duration special cast_time 2 turns aoe one creature save none this spell allows the priest to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character to cast this spell the priest must know the subject subject''s real name the name the subject was given as a child or the date and place of the character character''s birth the priest analyzes this information and is able to build a rough picture of the character character''s life history and personal specifics the historical information discovered through this spell is generally vague for example the priest might learn that the subject was born in the woods and moved to the city only after hardship made his life untenable specific information is up to the dm the dm might provide some or all of the following information the subject subject''s character class or career the subject subject''s approximate level stated in terms such as novice highly skilled moderately competent etc the subject subject''s standing in the community highly respected mistrusted considered an enigma etc the subject subject''s success or failure in his profession the subject subject''s prevailing character traits or mannerisms if the priest casts the spell based on an alias or incorrect birth information the reading will be inaccurate the dm should develop a history and personality at odds with the truth this might allow the priest to determine whether the name of the subject is correct - a reading giving information that conflicts with what the priest already knows should be a clue that the name is incorrect the subject need not be present during the casting the priest can cast the spell without ever having met the subject the material component is a small book of numerological formulae and notes different from the book used in   telethaumaturgy   the book is not consumed in the casting a dm may rule that this spell can be cast on humanoids or monstrous creatures the information available will be similar considering that words like profession will mean something different when applied to an ogre this spell will categorically fail on creatures that have no concept of a personal name '),
(1464, 'create holy symbol', ' spell priest level 2 school conjuration reversible sphere creation range 0 comp v duration permanent cast_time 2 aoe the caster save none when the words of this spell are uttered a holy symbol appropriate to the priest priest''s deity appears out of thin air the item appears in the priest priest''s hands it may be used as a component for spells or for any other purpose for which the priest would normally use his holy symbol such as turning undead he may also opt to give it to a lower level priest of the same deity the holy symbol is a permanent object '),
(1465, 'cure moderate wounds', ' spell priest level 2 school necromancy reversible reversible sphere healing range touch comp v s duration instantaneous cast_time 5 aoe creature touched save none somewhat less common than the well-known   cure light wounds   and   cure serious wounds   this healing spell was created by a priest who found that his heroic companions required his skill at doctoring more than his advice and wisdom by laying his hand on the subjectu8e28099s body the priest can heal 1d10 1 points of damage noncorporeal nonliving or extraplanar creatures cannot be healed by this spell the reverse of this spell  cause moderate wounds  requires the priest to successfully touch the victim and inflicts 1d10 1 points of damage '),
(1466, 'heat metal', ' spell priest level 2 school alteration reversible reversible sphere elemental fire range 40 yds comp v s m duration 7 rds cast_time 5 aoe special save special by means of the  heat metal  spell the caster is able to make ferrous metal iron iron alloys steel extremely hot   elven chain mail   is not affected and magical metal armor receives an item saving throw vs magical fire to avoid being heated the material component is a holy symbol on the first round of the spell the metal merely becomes very warm and uncomfortable to touch this is also the effect on the last melee round of the spell spell''s duration during the second and sixth next to the last rounds heat causes blisters and damage; in the third fourth and fifth rounds the metal becomes searing hot causing damage to exposed flesh as shown below class wikitable - metal temperature damage per round - very warm none - hot 1d4 points - searing 2d4 points on the final round of searing the afflicted creature must roll a successful saving throw vs spell or suffer one of the following disabilities hand or foot - becomes unusable for 2d4 days; body - becomes disabled for 1d4 days; head - fall unconscious for 1d4 turns this effect can be completely removed by the 6th-level priest spell   heal   or by normal rest note also that materials such as wood leather or flammable cloth smolder and burn if exposed to searing hot metal such materials cause searing damage to exposed flesh on the next round fire resistance spell potion or ring or a   protection from fire   spell totally negates the effects of a  heat metal  spell as does immersion in water or snow or exposure to a cold or   ice storm   spell this version of the spell does not function under water for every two experience levels of the caster the metal of one man-sized creature can be affected i e arms and armor or a single mass of metal equal to 50 pounds of weight thus a 3rd-level caster would affect one such creature a 4th- or 5th-level caster two etc the reverse of the spell  chill metal  counters a  heat metal  spell or else causes metal to act as follows class wikitable - metal temperature damage per round - cold none - icy 1-2 points - freezing 1d4 points on the final round of freezing the afflicted creature must roll a successful saving throw vs spell or suffer from the numbing effects of the cold this causes the loss of all feeling in a hand or hands if the dm rules the saving throw was failed badly for 1d4 days during this time the character character''s grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grasp the  chill metal  spell is countered by a   resist cold   spell or by any great heat - proximity to a blazing fire not a mere torch a magical flaming sword a   wall of fire   spell etc under water this version of the spell inflicts no damage but ice immediately forms around the affected metal exerting an upward buoyancy '),
(1467, 'chill metal', ' #redirect heat metal '),
(1468, 'cause light wounds', ' #redirect cure light wounds '),
(1469, 'cause moderate wounds', ' #redirect cure moderate wounds '),
(1470, 'mending', ' spell wizard level 1 school alteration reversible range 30 yds comp v s m duration permanent cast_time 1 aoe 1 object save none this spell repairs small breaks or tears in objects it will weld a broken ring chain link medallion or slender dagger providing but one break exists ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new a hole in a leather sack or wineskin is completely healed over by a mending spell this spell does not by itself repair magical items of any type one turn after the spell is cast the magic of the joining fades and the effect cannot be magically dispelled the maximum volume of material the caster can mend is 1 cubic foot per level the material components of this spell are two small magnets of any type lodestone in all likelihood or two burrs '),
(1471, 'hornung hornung''s guess', ' spell wizard level 1 school divination reversible range 300 yards comp v duration instantaneous cast_time 2 aoe special save none hornung one of the leading wizards in the field of wild magic before his untimely disappearance while experimenting with   wildwind   developed this spell to improve the accuracy of his estimates the spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group the spell spell''s area of effect is one group of a general class of objects all objects of the group must be within spell range and the group as a whole must be visible to the caster the wizard need not see every individual in the group merely the general limits of the group group''s size and area for example a wizard on a hill could look down on a forest and estimate the number of trees in all or part of it he could not get an estimate of the number of goblin goblins within the forest however since the group as a whole the goblin goblins is concealed from sight the estimate generated is accurate to the largest factor of ten rounded up for example if  hornung  hornung''s guess  were cast on a group of 439 horsemen the estimate would be 400 if there were 2 670 horsemen the spell would estimate 3 000 if there were 37 horsemen the answer would be 40 clearly using the spell on small groups especially those with fewer than 10 members is pointless  hornung  hornung''s guess  can be used to quickly estimate the size of treasure hoards and army units it is particularly popular with moneylenders and generals '),
(1472, 'patternweave', ' spell wizard level 1 school divination reversible range 10 yards comp v s m duration 1 round cast_time 3 aoe 10-foot square save special  patternweave  allows the caster to make sense of apparent chaos the caster can see such things as pottery shards reformed into a whole pot shreds of paper formed into a page scattered parts as a working machine or specific trails appearing out of overlapping footprints after casting the spell the mage studies seemingly random elements - broken bits of glass shreds of paper intermingled trails etc the items to be studied must be tangible - coded flashing lights garbled speech or thoughts of any kind cannot be studied the wizard must study the random elements for one round after which the dm secretly makes a saving throw vs spell for the wizard if the saving throw is failed the spell fails however if the saving throw is successful the caster sees in his mind the pattern these objects form if the items studied are truly random no information is gained after the caster has visualized the pattern he can attempt to reassemble the parts into their original form this requires another saving throw vs spell to determine whether the mage remembers sufficient details to accomplish the task the amount of time required and the quality of restoration vary according to the complexity of the pattern reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult in any case the wizard can make only a reasonable copy of the item he can use this spell to restore works of art but they will be worth only a small percentage of their original value the material component is a small hand lens through which the caster studies the objects the lens is not consumed in the casting '),
(1473, 'test', ' o '),
(1474, 'racoon', ' '),
(1475, 'creatures', ' a list of creatures '),
(1476, 'campaign journal', ' celes pre-intro session 1 - ready''reat 15th 568 cy - 10 31 2005 celes pre-intro session 2 - sunsebb 17th 568 cy - 11 1 2005 session 1 - richfest 4th-reaping 1st 570 cy - 9 2 2005 session 2 - reaping 1st 570 cy - 9 3 2005 session 3 - reaping 1st 570 cy - 9 9 2005 session 4 - reaping 3rd 570 cy - 9 16 2005 session 5 - reaping 3rd 570 cy - 10 1 2005 session 6 - reaping 3rd 570 cy - 10 8 2005 session 7 - reaping 3rd-4th 570 cy - 10 14 2005 session 8 - reaping 4th 570 cy - 10 15 2005 session 9 - reaping 5th 570 cy - 11 4 2005 session 10 - reaping 5th 570 cy - 11 5 2005 session 11 - reaping 5th 570 cy - 11 11 2005 session 12 - reaping 5th 570 cy - 11 20 2005 session 13 - reaping 5th 570 cy - 12 2 2005 session 14 - reaping 5th 570 cy - 12 9 2005 session 15 - reaping 5th 570 cy - 12 16 2005 session 16 - reaping 5th 570 cy - 12 23 2005 session 17 - reaping 5th 570 cy - 12 30 2005 session 18 - reaping 5th 570 cy - 1 6 2006 session 19 - reaping 5th 570 cy - 1 13 2006 session 20 - reaping 5th 570 cy - 1 14 2006 kreb sidequest 1 - reaping 8th 570 cy - 1 16-1 20 2006 celes sidequest 1 - reaping 8th 570 cy - 1 19-2 10 2006 bert sidequest 1 - reaping 8th-9th 570 cy - 1 15 2006 session 21 - reaping 10th 570 cy - 1 20 2006 session 22 - reaping 11th 570 cy - 1 27 2006 session 23 - reaping 11th 570 cy - 2 3 2006 session 24 - reaping 11th 570 cy - 2 10 2006 session 25 - reaping 11th 570 cy - 2 11 2006 session 26 - reaping 12th 570 cy - 2 17 2006 session 27 - reaping 12th 570 cy - 2 24 2006 session 28 - reaping 12th 570 cy - 3 3 2006 session 29 - reaping 12th 570 cy - 3 11 2006 session 30 - reaping 12th 570 cy - 3 17 2006 session 31 - reaping 13th-14th 570 cy - 3 24 2006-3 25 2006 session 32 - reaping 14th 570 cy - 3 31 2006 session 33 - reaping 15th 570 cy - 4 8 2006 session 34 - reaping 15th-17th 570 cy - 4 15 2006-4 16 2006 session 35 - reaping 17th 570 cy - 4 28 2006 monjubu sidequest 1 - reaping 17th 570 cy - 5 5 2006 session 36 - reaping 17th 570 cy - 5 5 2006 session logs '),
(1477, 'adventures dm', ' best laid plans 4-6 pcs of level 1 total levels 5 into the nest of vipers 3-5 pcs of level 1-3 total levels 8 a day at the market 3-5 pcs of level 2-4 total levels 12 caermor 4-8 pcs of level 2-4 total levels 18 ');
INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1478, 'a day at the market', ' the mayor of riverspire ''s fortieth birthday is days away the mayor mayor''s advisor an accident-prone mage named morrigan had planned a special treat for the upcoming celebration to atone for his latest blunder an explosion in the duke duke''s alchemy lab using a modified bersion of the   light wizard light   spell along with   pyrotechnics   and   flaming sphere   spells morrigan hoped to perform a spectacular firework show that would put him back in the duke duke''s favor unfortunately the mage was unable to cultivate enough of the phosphorescent moss the material component of the   light wizard light   spell for his firework show undeterred the crafty mage used an entrance to the city city''s catacomb network he had discovered some time ago looking for the phosphorescent moss that grows on the subterranean walls then he had another accident while navigating through the bowels of the city he encountered a gray ooze that attacked from the shadows the ooze which feeds on metal devoured morrigan ''s   wand of wonder   in the ensuing melee and the wand wand''s magic flowed into the gray ooze in a spectacular multicolored explosion engorged with magical energy the ooze began to randomly belch forth the consumed   wand of wonder    s magic to morrigan morrigan''s horror the ooze ooze''s first magical expulsion summoned a rhinoceros which charged down the narrow muddy tunnel morrigan panicked and fled toward the nearest entrance 50 yards away the two-ton rhinoceros on his tail unfortunately the entrance led into an abandoned building on the edge of riverspire riverspire''s bustling market where the player characters are going about their business havoc in the market havoc in the market havoc in the market the pcs can be in the market square for whatever reasons the dm desires when they arrive read or paraphrase the following description class desc you stroll through the bustling town square weaving through the chaotic crowd you pass many booths that proudly display various emrchandise and oddities the air is brimming with smells from the salty odor of the fishmonger fishmonger''s salmon to the sweet aroma of the baker baker''s pastries to your left a dark-haired middle-aged man struggles with a broken wagon axle as a nearby merchant yells angrily that the broken cart is blocking his booth two small children dart in front of you giggling noisily as their game of tag continues through the congested street about twenty yard ahead a thick crowd pushes and shoves to get a better view of three juggling street performers suddenly through the din of the market square you hear a booming voice reverberate off the surrounding city walls the source of the voice is a small frazzle-haired man wearing muddy blue robes he is trying to squeeze himself through the boarded-off entrance to an apparantly-abandoned building on the edge of the square run for your lives it it''s got my wand he yells just as the frantic man throws himself away from the blocked doorway the boards are ripped from the doorframe and flung about the square from out of the darkness of the building comes a huge panicked rhinoceros its powerful legs fling mud in every direction as the beast charges horn lowered into the marketplace morrigan ''s unnaturally loud voice is the result of an   audible glamer   spell which he cast while squeezing through the doorway the rhinoceros begins its rampage about 50 yards from the pcs it overturns carts and smashes through merchant displays to escape from the chaos of the crowd the pcs should roll for surprise with normal modifiers the dm should keep in mind that the rhino was summoned from its native element into a heavily populated city the rhino is only acting instinctively and any damage it causes is the result of its attempt to escape the pcs are free to take whatever actions they want at this point; however the crowd has dissolved into outright chaos further complicating the situation movement in the market square should be halved and a -2 penalty applies to all ranged attack rolls four rounds after the rhino breaks free the crowd clears and the ranged attack penalty no longer applies should the pcs think to use any equipment left behind by the fleeing merchants they can find just about anything listed in the player player''s handbook in 1-4 rounds depending on the items rarity for example a rope or net could be found in 1 round while a mancatcher might take 4 rounds to locate keep in mind however that while the pcs search for equipment the rhino is wreaking havoc in the town square pcs could subdue the rhino without killing it the rhino fights to the death if attacked and trying to beat the beast into submission only enrages it further a ranger may attempt to calm the rhino using his animal empathy skill with normal chances of success snaring the rhino with a rope or net requires a successful called shot bringing down the rhino requires a successful overbearing attempt the rhino is difficult to pin down and has the equivalent of 19 strength the broken wagon at the southern end of the market makes an excellent tether for the pcs lassos should they try to rope down the rhino noncombative magic such as   hypnotic pattern   or   color spray   spells are also useful for subduing the rhino in the case of   color spray   and similarly blinding spells the rhino remains inactive the first round of its blindness then lashes out in a blind frenzy suffering a -4 attack penalty once the pcs have had 2 rounds to react to the rhinoceros read or paraphrase the following class desc from inside the abandoned building you hear what sounds like a heavy rainstorm a thin trickle of water begins to issue from the doorway quickly turning into a gushing stream carried out by the deluge an incandescent blob flops out of the building and onto the earthen ground the blob writhes slowly before forming into a five-foot-tall mass that resembles a coiled cobra poised for attack the gray ooze was sliding away to finish digesting its meal when it belched forth more of the wand wand''s magic this time a rainstorm is created that washes the hapless ooze out into the city square at this point morrigan yells there there''s the nasty it ate my wand get it as soon as morrigan finishes speaking the ooze expels another burst of magic from this point on the dm should roll randomly every round to determine what magic the gray ooze unleashes the dm needs to remember that the ooze and rhino are two separate threats; they are both animals acting on instinct and do not purposefully oppose or cooperate with one another one to four rounds after the rhino emerges from the sewer two city constables arrive unfortunately the constables are ill-equipped to deal with the situation they hold back until reinforcements arrive 6 rounds after the first guards appear the constables assist the pcs any way they can but are too afraid to confront the rhino directly; they are useful for clearing out the square and seeing that citizens are escorted out of harm harm''s way concluding the adventure concluding the adventure concluding the adventure if morrigan is alive by the end of the adventure he explains to the pcs what happened in the sewer if morrigan dies the pcs must unravel the bizarre mystery on their own morrigan might be exiled from riverspire as a result of his actions the newly unemployed mage could try to join the pcs further plaguing them with accidents caused by his own good intentions the pcs should each recieve a 300 xp award for successfully protecting riverspire ''s populace the amount can be modified depending on how the goal was accomplishes and the amount of destruction the pcs actions diverted if the rhinoceros is subdued without being killed a special quest might be required to return the beast to its native habitat the undoing of the ooze ooze''s magical belches can lead to many future adventures for example a pc or an important npc might have been turned to stone by a random wand effect requiring the pcs to find a way to cure him or her should the ooze manage to escape back into the sewer it will have a chance to bud leaving behind a litter of magic-hungry gray ooze pods to plague riverspire in the future '),
(1479, 'light', '  light  may refer to one of the following   light priest light   the priest spell   light wizard light   the wizard spell disambig '),
(1480, 'light priest', ' spell priest level 1 school alteration reversible reversible sphere sun range 120 yds comp v s duration 1 hr 1 turn level cast_time 4 aoe 20-ft -radius globe save special this spell causes a luminous glow within 20 feet of the spell spell''s center the area of light thus caused is equal in brightness to torchlight objects in darkness beyond this sphere can be seen at best as vague and shadowy shapes the spell is centered on a point selected by the caster and he must have a line of sight or unobstructed path to that point when the spell is cast light can spring from air rock metal wood or almost any similar substance the effect is immobile unless it is specifically centered on a movable object or mobile creature if this spell is cast upon a creature any applicable magic resistance and saving throws must be rolled successful resistance negates the spell while a successful saving throw indicates that the spell is centered immediately behind the creature rather than upon the creature itself a  light  spell centered on the visual organs of a creature blinds it reducing its attack and saving throw rolls by 4 and worsening its armor class by 4 the caster can extinguish the light at any time by uttering a single word  light  spells are not cumulative--multiple castings do not provide a brighter light the spell is reversible causing darkness in the same area and under the same conditions as the  light  spell but with half the duration magical darkness is equal to that of an unlit interior room--pitch darkness any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness a  darkness  spell cast directly against a light spell cancels both and vice versa '),
(1481, 'darkness', ' #redirect light priest '),
(1482, 'light wizard', ' spell wizard level 1 school alteration reversible range 60 yds comp v m duration 1 turn level cast_time 1 aoe 20-ft radius save special this spell creates a luminous glow equal to torchlight within a fixed radius of the spell spell''s center objects in darkness beyond this sphere can be seen at best as vague and shadowy shapes the spell is centered on a point selected by the caster and he must have a line of sight and unobstructed path for the spell when it is cast  light  can spring from air rock metal wood or almost any similar substance the effect is immobile unless it is specifically centered on a moveable object or mobile creature if this spell is cast upon a creature the applicable magic resistance and saving throw rolls must be made successful resistance negates the spell while a successful saving throw indicates that the spell is centered immediately behind the creature rather than upon the creature itself light taken into an area of magical darkness does not function but if cast directly against magical darkness negates it but only for the duration of the  light  spell if the darkness effect is continual  light  centered on the visual organs of a creature blinds it reducing its attack rolls and saving throws by 4 and worsening its armor class by 4 the caster can end the spell at any time by uttering a single word the material component is a firefly or a piece of phosphorescent moss '),
(1483, 'darkness priest', ' '),
(1484, 'pyrotechnics', '  pyrotechnics  can refer to one of the following   pyrotechnics wizard pyrotechnics   the 2nd-level wizard spell   pyrotechnics priest pyrotechnics   the 3rd-level priest spell disambig '),
(1485, 'pyrotechnics wizard', ' spell wizard level 2 school alteration reversible range 120 yds comp v s m duration special cast_time 2 aoe 1 fire source save none a  pyrotechnics  spell draws on an existing fire source to produce one of two effects at the option of the caster first it can produce a flashing and fiery burst of glowing colored aerial fireworks that lasts one round this effect temporarily blinds those creatures in under or within 120 feet of the area and that have an unobstructed line of sight to the burst creatures viewing this are blinded for 1d4 1 rounds unless they successfully save vs spell the fireworks fill a volume 10 times greater than that of the original fire source this spell can also cause a thick writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster this covers a roughly spherical volume from the ground or floor up or conforming to the shape of a confined area that totally obscures vision beyond 2 feet the smoke fills a volume 100 times that of the fire source all within the cloud must roll successful saving throws vs spell or suffer -2 penalties to all combat rolls and armor class the spell uses one fire source within a 20-foot cube which is immediately extinguished an extremely large fire used as a source might be only partially extinguished magical fires are not extinguished although a fire-based creature such as a fire elemental used as a source suffers 1 point of damage per caster level '),
(1486, 'pyrotechnics priest', ' spell priest level 3 school alteration reversible sphere elemental fire range 160 yds comp v s m duration special cast_time 6 aoe special save special a  pyrotechnics  spell draws on an existing fire source to produce either of two effects at the option of the caster first it can produce a flashing and fiery burst of glowing colored aerial fireworks that lasts one round creatures in under or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for 1d4 1 rounds unless they roll successful saving throws vs spell the fireworks fill a volume 10 times greater than the original fire source second it can cause a thick writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster this covers a roughly hemispherical volume from the ground or floor up or conforming to the shape of a confined area that totally obscures vision beyond 2 feet the smoke fills a volume 100 times that of the fire source the spell uses one fire source within the area of effect which is immediately extinguished if an extremely large fire is used as the source it is only partially extinguished by the casting magical fires are not extinguished although a fire-based creature such as a fire elemental used as a source suffers 1d4 points of damage plus 1 point of damage per caster level this spell does not function under water '),
(1487, 'flaming sphere', ' spell wizard level 2 school evocation reversible range 10 yds comp v s m duration 1 rd level cast_time 2 aoe 3-ft radius save neg a  flaming sphere  spell creates a burning globe of fire within 10 yards of the caster this sphere rolls in whichever direction the wizard points at a rate of 30 feet per round it rolls over barriers less than 4 feet tall such as furniture low walls etc flammable substances are set afire by contact with the sphere creatures in contact with the globe must successfully save vs spell or suffer 2d4 points of fire damage those within 5 feet of the sphere sphere''s surface must also save or suffer 1d4 points of heat damage a successful saving throw means no damage is suffered the dm may adjust the saving throws if there is little or no room to dodge the sphere the sphere moves as long as the spellcaster actively directs it; otherwise it merely stays at rest and burns it can be extinguished by the same means as any normal fire of its size the surface of the sphere has a spongy yielding consistency and so does not cause damage except by its flame it cannot push unwilling creatures aside or batter down large obstacles the material components are a bit of tallow a pinch of sulphur and a dusting of powdered iron '),
(1488, 'audible glamer', ' spell wizard level 1 school illusion phantasm reversible range 60 yds 10 yds level comp v s m duration 3 rd level cast_time 1 aoe hearing range save special when the  audible glamer  spell is cast the wizard causes a volume of sound to arise at whatever distance he desires within range and seem to recede approach or remain at a fixed place as desired the volume of sound created however is directly related to the level of the spellcaster the volume is based upon the lowest level at which the spell can be cast 1st level the noise of the audible glamer at this level is that of four men maximum each additional experience level of the wizard adds a like volume so that at 2nd level the wizard can have the spell cause sound equal to that of eight men thus talking singing shouting walking marching or running sounds can be created the auditory illusion created by an  audible glamer  spell can be virtually any type of sound but the relative volume must be commensurate with the level of the wizard casting the spell a horde of rats running and squeaking is about the same volume as eight men running and shouting a roaring lion is equal to the noise volume of 16 men while a roaring dragon is equal to the noise volume of no fewer than 24 men a character stating that he does not believe the sound receives a saving throw and if it succeeds the character then hears a faint and obviously false sound emanating from the caster caster''s direction note that this spell can enhance the effectiveness of the   phantasmal force   spell the material component of the spell is a bit of wool or a small lump of wax '),
(1489, 'color spray', ' spell wizard level 1 school alteration reversible range 0 comp v s m duration instantaneous cast_time 1 aoe 5 x 20 x 20 ft wedge save special upon casting this spell the wizard causes a vivid fan-shaped spray of clashing colors to spring forth from his hand from one to six creatures 1d6 within the area are affected in order of increasing distance from the wizard all creatures above the level of the spellcaster and all those of 6th level or 6 hit dice or more are entitled to a saving throw vs spell blind or unseeing creatures are not affected by the spell creatures not allowed or failing saving throws and whose hit dice or levels are less than or equal to the spellcaster spellcaster''s level are struck unconscious for 2d4 rounds; those with hit dice or levels 1 or 2 greater than the wizard wizard''s level are blinded for 1d4 rounds; those with hit dice or levels 3 or more greater than that of the spellcaster are stunned reeling and unable to think or act coherently for one round the material components of this spell are a pinch each of powder or sand that is colored red yellow and blue '),
(1490, 'player-run pages', ' kreb kreb''s poetry corner '),
(1491, 'kreb kreb''s poetry corner', ' kreb frame right the author rumination upon flowers during the winter cold the red dance of krovvy of beeves and thieves '),
(1492, 'rumination upon flowers during the winter cold', ' splayed in color is the petal antithesis of cold metal remaining bright in memory breath of spring-time harmony pressed in pages of a book to preserve a solid trace faded now though that i look at once was nature nature''s finest lace '),
(1493, 'kreb sidequest 1', ' this adventure came from kreb kreb''s reluctance to pay mere cash to have his favored short-sword infused with magic from a looted blade the magical wizard kreb contacted for the task asked for a variety of materials in exchange for the labor kreb gained the assistance of monjubu clawcracker and adrien rockhill for the quest some of the more mundane items were obtained easily while some required some footwork and tracking down kreb kreb''s charm and guile was instrumental in acquiring many of the more exotic materials while monjubu and adrien excelled at tracking down things such as mushroom spores and snake-scales key events key events key events kreb triggered a sidequest adrien bought a fish monju disposed of the unnecessary parts of the fish kreb name-dropped himself to a jeweller monjubu suggested visiting the lady who gave them some handy directions the group headed to a nearby farming community to track down boggarts kreb got some farmers to allow him to inspect their barns and with adrien adrien''s suggestion to bait was able to lure one out moju said it wouldn''t work kreb got his hat messed up a ruckus erupted within the barn ending in kreb being a mess but the boggart being captured kreb tried to lure out a boggart at the second barn; as it turned out it was actually a fiendish raccoon in a clever disguise the furry scoundrel jumped on his head resulting in kreb kreb''s hat being and his hair being messed up again monju got to kick a cute thing adrien was able to lure the raccoon away with his natural charm and trail rations monju pondered the effectiveness of raccoons in stews raccoon defeated kreb got pudding as a reward kreb and group returned to sevenecho after obtaining the rest of the materials; including amber on the cheap the magical wizard held up his end of the bargain; and thus kreb has a magical sword adrien bought kreb a new hat to replace the one that was torn to shreds it was quite jaunty '),
(1494, 'elfland', ' rumored to exist beyond the fields which we know; a place existing outside of time in perpetuity here one may find memories lost to live them anew wonders of childhood long past and feel them again one need only go east to find the divine beauty there but many runes against disturbing the timeless splendour have been set in place none on its border dare mention it recently annexed the vale of erl '),
(1775, 'domain of greyhawk', ' infobox country native_name domain of greyhawk common_name greyhawk image_coat coat_greyhawk gif image_map greyhawk jpg capital greyhawk city greyhawk major_cities hardby narwell safeton elmshire provinces one metropolis two small cities two large towns numerous villages and manorial estates resources silver electrum gold platinum gems gems i-iv river and road trade nexus languages common keoish ferrond rhopan gnome halfling government_type oligarchy leader_title lord mayor of greyhawk lord mayor leader_name nerof gasgal citizen people of greyhawk population 148 800 demographics human human osfbr halfling halfling lightfoot gnome elf elf sylvan dwarf elf half-elf orc half-orc demographic_numbers 117 600 13 400 7 400 4 500 3 000 1 500 1 500 religions zilchus pelor st cuthbert norebo fharlanghn alignment n all others platinum plate gold orb electrum lucky silver noble copper common allies duchy of urnst furyondy nyrond county of urnst veluna verbobonc dyvers the shield lands enemies the pomarj iuz country iuz various evil cults iuz god iuz vecna wastri nerull etc the horned society culture culture culture the citizens of the domain of greyhawk are largely concerned with personal independence a characteristic that shows itself even now with the occasional rumblings amongst the more powerful towns and cities of the region and their desire to split off from greyhawk were it not from the threats from the pomarj they likely would have broken up even further long ago; this is essentially all that is currently holding the region together and many think this may not be enough for long other than this the city is considered a bastion of neutrality neither supporting the military actions of others nor impeding them it is this facet that leads many groups to make their homes in the city including members of the renown citadel of eight geography geography geography the city of greyhawk controlled a sizable parcel of land ranging from the northern coast of the woolly bay to the southern shores of midbay within the nyr dyv the cairn hills and the abbor-alz mark the eastern border while the western border is usually considered to lie within the gnarley forest and along the edge of the welkwood military military military the military forces of greyhawk are largely a militia drawn from the populace of the various cities of the lands a few thousand at most they are typically armed with merely a sword and club though the city also provides armor for all members the militia patrols the entire region fighting off threats such as bandits orcs human rhennee and assorted monsters the remainder of the army includes the hardby marines a group of six war galleys that patrol the woolly bay and the mountaineer militia of the abbor-alz with a number of ground troops and a score of griffon -riding skymen history history history greyhawk started its life as a minor village on the selintan river a small trading outpost at first it came to be dominated by nial lord nial a nearby warlord from a keep on a hill above the village around 4 cy under the authority of the great kingdom after several years of taxation the influence of this sovereign was enough to earn him a new title from the overking ; landgraf of the selintan the first landgraf ''s son was soon wed to the daughter of the gynarch of hardby gynarch of hardby cementing a political alliance that brought together the river valley into a single entity known as the landstadt of selintan with a series of ups and down following this declaration this confluence reached its height under the guidance of the last landgraf - the mad archmage zagig yragerne though a native of the wild coast this man managed to gain a seat on the council and by 310 cy had been elected to the position of lord mayor of greyhawk lord mayor his rulership as both landgraf and as lord mayor of greyhawk started as the most successful in the landstadt ''s history he refortified the city reformed many of its increasingly-onerous laws established the grey college today one of the most prestigious institutions one can attend and on the whole brought great prosperity to the valley the construction of the great castle greyhawk was an unparalleled achievement of engineering and though some of his projects seemed without purpose or even destructive his role overall was of great benefit to greyhawk and its inhabitants further the founding of nyrond in 356 cy finally cut off the last ties to the great kingdom granting the domain of greyhawk independence in all but official word unfortunately zagig ''s eccentricities eventually took him far from his duties as a ruler by 370 cy his odd personality had begun to deteriorate it was obvious to all that the archmage had ceased to age physically but the years seem to have begun taking their toll on him mentally evidence of his growing imbalance can be found throughout the records of the time; for example his plan to add new walls around the city each made entirely out of an elemental force without regard to the feasibility of this or even the effect on the citizenry should it have been enacted among many it was believed that his former triumphs aside zagig would end up leading the city to ruin at best; at worst he would somehow destroy the city entirely finally one day in 421 cy the mad archmage simply didn''t show up to a meeting of the oligarchy from then on other than the occasional rumor or story from his former allies and companions he was not seen by a single mortal soul on oerth sanity began to return to the city and it wasn''t long before the city managed to recover from the brief decline zagig zagig''s actions had begun to place on it by 498 cy it was officially declared by the new lord mayor of greyhawk lord mayor as a free city and though it has suffered a few setbacks in the interim it has grown to great heights since then today it is one of the major centers of advancement for learning and the arts and is thought by many to be the single most important city in the flanaess '),
(1495, 'erl', ' kreb claims to hail from this far off land; details are sparse but he left it to start life anew in gypsum hollow when magic became too prevalent in the small vale becoming a nuisance to daily life most governing actions are decided by a parliament of respected members within the village and executed by official edict of the king those well versed in fiction will know that it produces some of the best mead ever dreamt up '),
(1496, 'succession box', ' - style text-align center; s-bef rows rows before before s-ttl rows rows title title years years s-aft rows rows after after '),
(1497, 's-bef', ' - style text-align center; width 30 align center rowspan rows preceded by   before   category succession templates pagename '),
(1498, 's-ttl', ' width 40 style text-align center; rowspan rows   title   years '),
(1499, 's-aft', ' width 30 align center rowspan rows succeeded by   after   - category succession templates pagename '),
(1501, 'archclericy of veluna', ' infobox country native_name archclericy of veluna common_name veluna image_coat coat_veluna gif image_map capital mitrik major_cities devarnish veluna city provinces seven dioceses each governed by a noble and a bishop; an eighth veluna city governed solely by an archbishop in the name of the canon of mitrik resources foodstuffs copper silver gold languages common velondi ferrond elven halfling gnome government_type theocracy leader_title canon leader_name hazen citizen velunese population 622 000 demographics human human osf elf elf high gnome halfling dwarf elf half-elf orc half-orc demographic_numbers 491 400 56 000 31 100 18 700 12 400 6 200 6 200 religions rao st cuthbert heironeous oeridian agricultural gods fharlanghn zilchus elf pantheon alignment lg ng ln platinum brilliant gold crook electrum staff silver tower copper hand allies furyondy highfolk bissel verbobonc kron hills ulek ulek states shield lands gran march dyvers weak all branches of the church of rao celene distrusted knights of the hart knights of luna enemies iuz ket pomarj minor knights of the watch distrusted valley of the mage distrusted perrenland distrusted footnotes culture culture culture velunians have long been considered to represent the best aspects of humanity humans and elves live in harmony within veluna farming and working together building a common culture based on the raoan tenets of peace reason and serenity the church of rao rao''s influence runs throughout veluna gently enforcing the religion religion''s doctrine through the administration of fair laws firm but not overly harsh veluna is reknown both for its scholars and seers and for its status as a pilgrimage site for those seeking wisdom and stability in their lives most know veluna as a peaceful nation slow to respond with violence but a solid ally in all other respects geography geography geography located between the fals gap and the velverdyva river to the east and west and between the yatils and lortmils to the north and south veluna is an important center of trade to those wishin to do business with the rich baklunish markets beyond the gap trade in veluna runs along two primary corridors; the velverdyva river where they hold a small number of settlements along the southern banks and the great western road a well-fortified path carrying much more traffic than the river most trade travels from the east into the west anchored by caravans bound for lopolla and from there the markets of ekbir tusmit and beyond military military military the basis of veluna veluna''s army is a core of heavy cavalry including contigents of elven bowmen or gnomish sappers the bulk of their forces however are pikemen bulwarked by hundreds of clerics the knights of veluna a local branch of the knights of the hart also serve in a military capacity for veluna this group numbering just over 100 strong consists of politically-active men and women who command smaller independent bands of sergeants and men-at-arms most often under the command of one of veluna veluna''s seven ruling families history history history the   word of incarnum   the most holy scripture to adherents of rao teaches that the lord of pease granted the humans of oerth the moons celene and luna granting them guidance from the tyranny and darkness of an age ruled by the dread god tharizdun as the oeridian hordes proceeded to surge east long before the twin cataclysms one tribe the vollar came across a large congregation of primitive flan dwelling in the lowlands between the easternmost shores of the velverdyva and the eastern bend of the fals river these flan greeted the oeridian settlers warmly welcoming their new brothers to that most sacred of all lands protected by rao the vale of luna over time all the settlers came to worship this ancient power whom they interpreted as a god of reason and serenity by the year 9 cy when the divination magics of the oeridians had combined with flan legend to locate the legendary   crook of rao   the culture of the valley had become one the place where this ancient artifact was discovered was named mitrik or salvation and a new nation was formed on the spot centuries later when the aerdi soldiers continued their westward surge spreading their empire across the land they came across the already-burgeoning culture of veluna the high canon of rao met with representatives of the great kingdom and explained to them the goals of his peaceful land mindful of the vast host leaning on his borders the canon wisely agreed to support the great kingdom seeing in the aerdi a passion for progress and innovation that could be tempered by conversion to the holy tenets of rao thus the archclericy of voll entered vassalage to the viceroyalty of ferrond under a banner of peace along with great religious expectations and if the velunese didn''t care to emphasize their oeridian heritage the overking was only too happy to do it for them in the years following this arrangement veluna proceeded to serve as a moral compass for ferrond as a whole key adherents of rao gained major positions in the court of the viceroy given the warlike oeridian temper and the years of established arrogance in the west the velunese advisors had much work to do it was only after gaining the support and council of hermiod canon hermiod of laudine that the man who would become thrommel i initiated the plan to declare independence from the great kingdom as furyondy was born in 254 cy voll now officially recognized as veluna too declared sovereignty though the two states remained close the strong relationship between these two countries entered a period of hardship some fifty years later as the gentry of dyvers began aggressively courting merchant caravans that once passed through verbobonc and on to devarnish veluna city and points west the trade wear effectively choked all westward travel along the velverdyva saddling boatmen with ridiculous tariffs those who failed to comply with the taxes often found themselves mysteriously molested by wandering bands of bandits though the rao raoan hierarchy to the north largely ignored the trade difficulties the landowners in the celestial order of the moons in veluna city demanded action skirmishing between unsanctioned agents on both sides of the border resolved the issue in favor of veluna but a rift formed between veluna city and chendl in 350 cy tavish ii king tavish ii of keoland exploited the growing divide between furyondy and veluna marching an army into the southern and western holdings of the latter though avras i king avras i of furyondy protested this move as tavish expected no troops were mustered in veluna veluna''s defense by 355 cy the second expeditionary force had taken devarnish and the   crook of rao   along with it halting all trade along the great west road the secular government fled veluna city in response to the military threat retreating to the safety of the canon canon''s court in mitrik to ensure peace for his nation turgen iv canon turgen iv enacted the treaty of devarnish a controversial agreement that ceded control of the fals gap the western road and several southern fortresses to keoland in exchange for a halt to the invasion and guaranteed independence of mitrik and veluna city though this gambit seemed to pay off at first by 415 cy the situation descended into an unmitigated disaster berlikyn commandant berlikyn of gran march was named governor of the northern provinces and initiated a program of grim oppression within the occupied lands by 436 cy he had threatened to annex the entirety of veluna in name of the keoish crown whatever his reasons whether he finally bowed to the requests of agents dispatched by the canon or merely considered the threat of keoland too large to ignore the king of furyondy finally responded sending the armies of his country into veluna against the commandant commandant''s forces they battled south of the velverdyva in a ferocious series of actions known as the short war and by 438 cy the keoish army had been expelled from veluna entirely this state of affairs didn''t continue long however in 446 cy the velunese college of bishops convened to discuss the fate of their nation which many believed was controlled by greedy furyondians driven by secular goals though the conference was convened by cooler heads a contingent of orthodox cuthbertine overseers managed to rally the more conservative raoans to their cause and began to urge veluna to formally cede from furyondy in order to oppose the apostasy being fermented by wartime expansion and imperialism in an agreement known as the concordat of eademet the members of the college voted to break from the kingdom of furyondy veluna soon gained a reputation as a peaceful contemplative neighbor rarely engaging in battle or even economic subterfuge their troops have only been roused once since their formation in 569 at the battle of emridy meadows and after this victory talk has begun of a marriage between the wealthy young supreme mistress of the order jolene of samprastadar and the hero of emridy meadows thrommel iv prince thrommel iv such an act would only add to the strengthening relations between veluna and the nations of furyondy and verbobonc and many trust would be a great blow to the forces of evil '),
(1500, 'qif', ' else test test test then '),
(1502, 'veluna', ' '),
(1503, 'kreb', ' '),
(1504, 'free lands of dyvers', ' infobox country native_name free lands of dyvers common_name dyvers image_coat coat_dyvers gif image_map dyvers jpg capital dyvers city free city of dyvers major_cities caltaran provinces dyvers major noble fief six lordships minor noble fiefs a number of villages surrounding countryside resources shipbuilding supplies foodstuffs fish meat cheeses local ales clothing languages common keoish ferrond gnome halfling government_type democratic meritocracy leader_title magister leader_name margus citizen people of dyvers population 119 000 demographics human human osbfr gnome halfling halfling lightfoot dwarf dwarf hill elf elf high elf elf sylvan elf half-elf orc half-orc demographic_numbers 94 000 9 500 7 100 2 400 1 800 1 800 1 200 1 200 religions zilchus st cuthbert pelor fharlanghn many others alignment n lg ng ln cn platinum citadel gold wheat sheaf electrum galley silver wagon copper common allies furyondy veluna verbobonc greyhawk weak enemies iuz pomarj orc orcs of the gnarley forest culture culture culture the people of the city of sails are by and large a mercantile folk often cutting corners to achieve profit they are fairly freethinking a fact that led to its initial split from the nation of furyondy in recent days dyvers has gained a reputation as somewhere to travel to in order to lose oneself or at a minimum ones pursuers; following the routing of the horde of elemental evil in the battle of emridy meadows in 569 cy those who didn''t flee to the wild coast traveled north to dyvers adding to the criminal element other criminals were soon to follow although the nation nation''s guards have been attempting to squash the new additions geography geography geography dyvers spans about 2000 square miles on the southern bank of the velverdyva including four river islands the verges of the gnarley forest and the northernmost tip of the kron hills those lands nearest the free city are quite suitable for farming and are leased to freeman by the gentry of dyvers the wild lands beyond the farms are technically in the possession of less influential members of the gentry but are mainly populated by lawless woodsmen sylvan elves and according to rumor a number of faeries none of which pay heed to any human lord military military military dyvers military forces the free army consists of two parts most troops are members of the main forces approximately 3000 footsoldiers about the equivalent of light infantry usually armed with either polearms of various types or shortspears the somewhat smaller branch of the free marines are roughly 1500 strong a group of well-equipped and trained mariners on the nyr dyv who double as passable cavalry and infantry forces in times of crisis history history history dyvers was long a trade port and since the early-2nd century cy had served as the capital of the viceroyalty of ferrond as the center of learning art and culture in the west it was a welcome port to goods and travelers braving the unexplored shores of the nyr dyv further the palace of the viceroy located here rivaled that of any of his western competitors; a mansion that is still considered among the finest examples of oeridian architecture with ferrond declaring its independence in 254 cy dyvers continued to serve the new kingdom of furyondy in its role for a brief time at least it wasn''t long though before thrommel desired a grander seat for his kingdom drawing up plans for an even grander court an entire city planned from the start as an architectural wonder by 288 cy his throne had been moved this new city of chendl was declared the new capital of furyondy and dyvers began to slide from the nation nation''s affairs this continued with the construction of a new port city willip on the northern shore of the nyr dyv diverting much traffic and sending dyvers into an economic slump the rise in power of the nearby city of greyhawk aided dyvers some as new markets were created nearby and goods and coin began flowing once more however the landgraf of selintan the traditional ruler of greyhawk began to get more ambitious in his territorial designs and a rivalry grew between the city of sails and the self-christened gem of the flanaess a title that given dyvers past status not 50 years ago ruffled quite a few feathers among the gentry of that city with dyvers importance slowly being sapped by events in both furyondy and greyhawk it made a final split as veluna gained influence within the furyondy courts as many cities throughout the kingdom began setting up systems of canon law complete with raoan doctrine and cuthbertine punishments the gentry of dyvers decided dyvers should no longer continue its relationship with the nation preparing for the worst in 526 cy they announced to the crown of furyondy their intention to split surprisingly possibly fearing the growing power of greyhawk and desiring an ally in the region thrommel ii king thrommel ii allowed the secession to pass unchallenged and the free lands of dyvers were established in recent years dyvers has thrived in its independence though not having restored the importance it once had it has definitely achieved quite a measure of success and is starting to rival greyhawk once more in some fields of the arts and sciences and although the recent acts of others have done some damage to its reputation this has done little to dissuade those who would come to the city aiding in its return to glory in one way or another '),
(1505, 'dyvers', '  dyvers  may refer to one of the following free lands of dyvers dyvers the country free city of dyvers dyvers the city disambig '),
(1506, 'dyvers country', ' #redirect free lands of dyvers '),
(1507, 'notes', '  huge spider  ac 6; mv 18; hd 2 2; hp 11; thac0 19; #at 1; dmg 1d6; sa poison leaping; sz m 6'' diameter ; ml average 8 ; int animal 1 ; al tn; xp 270 sa &ndash; this huge spider spider''s poison has an onset time of 1-2 rounds and unless the victim makes a successful saving throw vs poison with a 1 on the roll they are paralyzed for 2d4 turns huge spiders can leap up to 30 feet to pounce on their victims; their opponents suffer a -6 to surprise rolls when attacked this way '),
(1508, 'jellyfish', ' it is said that the olman deity bloody spear finds their lack of ability to stand up very amusing jellyfish thumb right the gods are  laughing  at you '),
(1509, 'katamari - push', ' it it''s bert '),
(1510, 'jellyfish', ' '),
(1511, 'hobgoblinwhat', ' a picture of a hobgoblin '),
(1512, 'hobgoblin', ' dmpage hobgoblin right hobgoblins also occasionally known by the flannish name hoch jebli or high goblins are a war-obsessed race believing that their strength gives them the right to rule over the other humanoid species and at a constant state of war to prove this though most believe them to be somewhat dumb a stereotype applied to most of the evil humanoids they actually have a fairly good grasp of tactics and strategy as well they possess skill in developing weapons of war while nowhere near dwarven quality somewhat better than the average human-made item the average hobgoblin stands about 6-1 2'' tall and weighs in at 250 pounds; females tend to be a bit slighter comparatively measuring about 6'' tall and weighing in usually around 200 pounds their skin tone varies in shade from a reddish-brown down to grey while their faces are usually red or reddish-orange their eyes tend to be yellowish or dark-brown and the larger males often have red or blue noses their clothing is usually a deep bold red while any leather they wear is dyed dark-black rarely seen in combat it it''s generally believed that female hobgoblins are not allowed to participate in combat however it it''s thought that they are given the duty of handling all other aspects of life including the actual weapon- and armorcraft those fighting hobgoblins on the surface must keep in mind that although they dislike light unlike many humanoids it doesn''t harm them however given that they possess infravision fighting them in the daylight would still likely be the best tactic hobgoblins have been known in combat to use a wide variety of weapons though any one settlement unless quite large tends to be standardized as for weapon selection '),
(1513, 'magical horse figurine', ' kreb is in possession of a magical horse figurine it turns into a magical horse which kreb has named rixile ');
INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1514, 'border companies', ' the border companies are bissel ''s closest equivalent to a standing army protecting the nation from outside threats in their time they have faced the forces of both furyondy and ket as well as the numerous types of humanoids serving the margrave directly they are entirely a volunteer organization a mercenary army but they have been no less effective than the more standard militaries of other nations they are divided up into eight companies of about 1000 soldiers each; four active companies and four reserve two of the active companies are assigned to the western and eastern ketite borders with a third floating company ordered where ever it is deemed most necessary the fourth patrols the western border near the valley of the mage and is usually the smallest of the companies given the lack of activity along this area the four reserve companies are not lax despite not being on border patrol themselves as they are charged with defending the rest of bissel from attacks from within be they bands of bandits making the roads unsafe to travel or humanoids raiding farming villages the soldiers serving bissel are well-equipped and well-armored as the border companies are the main recipients of all tax money collected by the margrave from his barons each company contains contingents of horsemen footmen and archers plus a small group 30-50 strong of scouts and rangers training is largely personal given the mercenary nature of the forces but every new member is required to go through a training program kept up by the more senior members of the forces this training is required only for those who have never served or have gone more than two years since their last period of service one unique facet of the organization is the lack of long-term contracts; during peace time members may leave at any point though they no longer receive pay they may further return at any future point and resume their service membership in the companies is open to all citizens of bissel or its allied nations keoland furyondy veluna and the gran march between the ages of 14 and 60 as well as citizens of other nations not currently at war with bissel on a case-by-case basis the origins of the border companies date back to the original founding of thornward during keoland ''s expansionistic movements of the late 3rd century cy their armed forces were spread thin split between invasions of ket and veluna a large number of mercenaries were hired for use in the twin wars originating out of thornward and given the foreseen long-term nature of this conflict were encouraged to resettle in the area they remained here following keoland ''s withdrawal from ket and were often called upon to support the still-slight keoish forces assigned to the area this remained through furyondy ''s possession of the nation up to bissel ''s independence suddenly without an army to protect them but still at risk from ketite invasion a standing call for mercenaries was put out by rollo margrave rollo to fill the place of the withdrawing furyondy forces and support the mercenaries still in use nearly the country country''s entire population of such responded and were formed into companies of 500 to defend bissel ''s border originally intended merely as a short-term solution until a more-traditional army could be composed these forces served much more effectively than could have been guessed they managed to nearly cut in half the number of attacks by humanoids on the nation nation''s populace while simultaneously fighting off the occasional ketite raid and defending bissel bissel''s borders with ease by 512 cy they were considered a staple of bissel and were declared bissel ''s one military force by elenn margrave elenn since then they have grown from the original five companies of 500 to their current numbers as mercenaries from across the flanaess have moved to settle in bissel wishing to benefit both from the margrave margrave''s generous payment rates and the reputation given by serving in the border companies '),
(1515, 'magical items dm', ' category potions and oils potions and oils category scrolls scrolls category rings rings category rods rods category staves staves category wands wands miscellaneous items category books and tomes books and tomes category jewels and jewelry jewels and jewelry category cloaks and robes cloaks and robes category boots and gloves boots and gloves category girdles and helms girdles and helms category bags and bottles bags and bottles category dusts and stones dusts and stones category household items and tools household items and tools category musical instruments musical instruments category the weird stuff the weird stuff category magical armor and shields armor and shields category magical weapons weapons category artifacts artifacts '),
(1516, 'potions and oils', ' magical potions and oils '),
(1517, 'scrolls', ' magical scrolls '),
(1518, 'rings', ' magical rings '),
(1519, 'rods', ' magical rods '),
(1520, 'staves', ' magical staves '),
(1521, 'wands', ' magical wands '),
(1522, 'books and tomes', ' magical books and tomes '),
(1523, 'jewels and jewelry', ' magical jewels and jewelry '),
(1524, 'cloaks and robes', ' magical cloaks and robes '),
(1525, 'boots and gloves', ' magical boots and gloves '),
(1526, 'girdles and helms', ' magical girdles and helms '),
(1527, 'bags and bottles', ' magical bags and bottles '),
(1528, 'dusts and stones', ' magical dusts and stones '),
(1529, 'household items and tools', ' magical household items and tools '),
(1530, 'musical instruments', ' magical pagename '),
(1531, 'the weird stuff', ' magical pagename '),
(1532, 'armor and shields', ' magical pagename '),
(1533, 'weapons', ' magical pagename '),
(1534, 'artifacts', ' magical pagename '),
(1535, 'list of kings of keoland', ' this is a list of the kings of keoland from its founding up to the present day width 100 border 1 border 1 cellpadding 4 cellspacing 0 style margin 0 5em 1em 0 5em 0; background #f9f9f9; border 1px #aaa solid; border-collapse collapse; - colspan 3 bgcolor #ccccff align center  the early kings  - colspan 3 bgcolor #f8f8d8 align center   house neheli   - width 35 name width 20 reign width 45 notes - nyhan i king nyhan i the first king -342 cy- -314 cy - colspan 3 bgcolor #f8f8d8 align center   house rhola   - width 35 name width 20 reign width 45 notes - malv i king malv i the defender -314 cy- -295 cy - colspan 3 bgcolor #f8f8d8 align center   house neheli   - width 35 name width 20 reign width 45 notes - lorgyr i king lorgyr i the seer -295 cy- -279 cy - nyhan ii king nyhan ii the forlorn -279 cy- -272 cy - colspan 3 bgcolor #f8f8d8 align center   sedenna tribe   - width 35 name width 20 reign width 45 notes - mandros i king mandros i the oeridian -272 cy- -236 cy - colspan 3 bgcolor #ccccff align center  the middle kings  - colspan 3 bgcolor #f8f8d8 align center   house rhola   - width 35 name width 20 reign width 45 notes - luschan i king luschan i -236 cy- -204 cy - luschan ii king luschan ii -204 cy- -193 cy son of luschan i - malv ii king malv ii -193 cy- -157 cy nephew of luschan ii - sanduchar i king sanduchar i the navigator -157 cy- -121 cy son of malv ii - colspan 3 bgcolor #f8f8d8 align center   house neheli   - width 35 name width 20 reign width 45 notes - senestal i king senestal i -121 cy- -101 cy - colspan 3 bgcolor #f8f8d8 align center   house rhola   - width 35 name width 20 reign width 45 notes - lanchaster i king lanchaster i -107 cy- -98 cy great-nephew of sanduchar i - lanchaster ii king lanchaster ii the wise -98 cy- -72 cy brother of lanchaster i - colspan 3 bgcolor #f8f8d8 align center   house neheli   - width 35 name width 20 reign width 45 notes - senestal ii king senestal ii -72 cy- -63 cy - colspan 3 bgcolor #f8f8d8 align center   house rhola   - width 35 name width 20 reign width 45 notes - lanchaster iii king lanchaster iii -63 cy- -19 cy grandson of lanchaster ii - luschan iii king luschan iii -19 cy-7 cy son-in-law of lanchaster iii - malv iii king malv iii the explorer 7 cy-49 cy son of luschan iii - colspan 3 bgcolor #f8f8d8 align center   house neheli   - width 35 name width 20 reign width 45 notes - cedrian i king cedrian i 49 cy-88 cy - nyhan iii king nyhan iii 88 cy-135 cy son of cedrian i - cedrian ii king cedrian ii 135 cy-213 cy son of nyhan iii - nyhan iv king nyhan iv 213 cy-236 cy son of cedrian ii - trevlyan i king trevlyan i 236 cy-266 cy cousin of nyhan iv - trevlyan ii king trevlyan ii the slumbering 266 cy-278 cy son of trevlyan i - gillum i king gillum i the mad 278 cy-286 cy son of trevlyan ii - colspan 3 bgcolor #ccccff align center  imperial keoland   - colspan 3 bgcolor #f8f8d8 align center   house rhola   - width 35 name width 20 reign width 45 notes - tavish i king tavish i the great 287 cy-346 cy - tavish ii king tavish ii the blackguard 346 cy-400 cy son of tavish i - luschan iv regent luschan sellark iv the duke duke''s regency 400 cy-414 cy - tavish iii king tavish iii the boy king 414 cy-453 cy son of luschan iv - tavish iv king tavish iv the weary 453 cy-488 cy son of tavish iii - colspan 3 bgcolor #ccccff align center  the new kings  - colspan 3 bgcolor #f8f8d8 align center   house neheli   - width 35 name width 20 reign width 45 notes - nyhan iv king nyhan iv the listless 488 cy-510 cy - senestal ii king senestal ii the dilettante 510 cy-539 cy son of nyhan iv - trevlyan iii king trevlyan iii the afflicted 539 cy-564 cy cousin of senestal ii - colspan 3 bgcolor #f8f8d8 align center   house lizhal   - width 35 name width 20 reign width 45 notes - kimbertos i king kimbertos skotti i the commoner 564 cy- '),
(1536, 'king keoland', ' the king of keoland whose office is occasionally also known as the throne of the lion is the reigning monarch of keoland he is charged with acting as the nation nation''s chief bureaucrat and defender of the realm from this the monarch serves as leader of both the government and the military however the king of keoland does not have power to levy taxes a right reserved to the council of niole dra not strictly a hereditary office all matters of succession must be approved by the council of niole dra council and though the ability to produce a qualified series of heirs often results in a sort of dynasty in the monarchy succession is not guaranteed and often passes between various royal houses; most commonly houses house rhola rhola and house neheli neheli once appointed a king rules for life barring infirmity or the rare vote of disenfranchisement by the nobility see also see also see also list of kings of keoland '),
(1773, 'zagig yragerne', ' zagig once ate a ten pound steak on a bet the stakes were the right to a street in the city of greyhawk this street has been renamed from cooper lane to arghargible lane attempts to change it back have resulted in the sign vanishing only to be replaced by the name zagig gave it '),
(1774, 'session 27', ' the party arrives at sta fira and adelbert brings them to the home of the merchant thomas demaine he takes them to the wagon and the group busies themselves with sightseeing and taking care of pressing matters in the time before they are able to leave key events adrien teaches monjubu about a variety of fauna in the flanaess monjubu impresses thomas demaine demaine with his foresight in asking for the group to have a copy of the inventory of their cargo '),
(1776, 'greyhawk', ' '),
(1777, 'ket', ' infobox country native_name ket common_name ket image_coat coat_ket gif image_map capital lopolla major_cities molvar polvar falwur provinces four districts two forest districts resources silver copper gems gems i iv languages baklava ferrond keoish common government_type feudal monarchy leader_title beygraf of ket beygraf leader_name zoltan citizen ketite population 255 800 demographics human human bos dwarf dwarf hill halfling dwarf dwarf mountain other demographic_numbers 245 600 3 600 2 600 1 500 2 600 religions al''akbar mouqol fharlanghn geshtai istus xan yae other baklunish gods alignment ln n le cn platinum bastion gold greatshield electrum wagon silver lance copper helm allies plains of the paynims paynims sometimes tusmit sometimes enemies bissel veluna gran march furyondy knights of the watch iuz country iuz sometimes zeif sometimes ekbir minor culture culture culture the ketites are a fairly harsh people; this is most obviously seen in the strictness of their legal system where even in self-defense one may not attack in a manner that could result in another another''s death without being considered guilty themselves of assault at the least and manslaughter at the worst the society is a balance between the powerful merchant class and the mullahs priests of the true faith that are also heavily involved in government the people as a whole are devoutly religious clinging to the guidelines of the true faith in all things geography geography geography ket serves as the gateway between the western and eastern flanaess being located in the territory between the southern yatil mountains and the barrier peaks the dense bramblewood forest fills more than half of ket ket''s terrain penetrated by a single artery; the irafa road this well-kept road is guarded by ketite troops stations at eight permanent strongholds along its length and serves as the boundary between the two forest districts of ket the tuflik river has its source within ket flowing from the banner hills through the bramblewood and bending north towards lopolla until it turns south again passing the tusman hills and into the plains beyond the northern and western portions of ket are more well-settled with many villages spread throughout the northern border contains part of the yatils where trade and occasional conflict with perrenland is done eastern ket relies in large part on the rich copper mines of the lower yatils for its wealth the west is open countryside until the tusman hills forming the border with tusmit military military military the major force in ket ket''s military consists of strong infantry pikemen and crossbowmen although its medium cavalry is also well-respected by most militaries in the area the clergy of ket is integral to the military heirarchy with each company having its own cleric ketite soldiers are required to remain adherant to the doctrines of the true faith while serving history history history although once a province of zeif centered around lopolla this region was taken by the nomadic brazen horde in the early 300s cy the bey or mayor of lopolla claimed the nomads as allies and was allowed to remain in office following the invasion however the nomads would accede authority only to their great padishah for the first half of the fourth century the nomads plundered ket using it as a base from which to strike against veluna toward the middle of the fourth century ket was invaded by keoish forces which managed to defeat the nomads with the aid of longbowmen mercenaries from the quaglands the bey of lopolla was forced out along with the nomads though he managed to escape into the rugged banner hills with a small army where they began to carve out a resistance force it slowly grew under the doctrine of the true faith despite the harsh conditions within the hills until the keoish infidels were forced out of ket the leader of the ketite forces arpad was named the first beygraf of ket bringing ket to the status of an independant nation for the first time he incorporated the mullahs of the true faith into all parts of government under the leadership of the beygraf who they awarded the title shield of the true faith since the early fifth century cy ket has been content to remain fairly peaceful with its neighbors the occasional border dispute with bissel or skirmish with the plains of the paynims paynims notwithstanding although the archmage iggwilv did begin to form a power base in the region in the latter half of the fifth century cy an alliance forged between ket and the mountain dwarves of the lower yatils served to restrain her influence and ultimately served to strengthen the goodwill between those people even after the death of the witch since then ket has become and remained a quite prosperous nation '),
(1778, 'dwarf', ' art by jeff butler courtesy of monstrous manual '),
(1779, 'dwarf', ' dmpage dwarf right dwarves or dwur to use the flan term are not as common as elf elves but they are still known by most a short race the average member tends to hit around four feet tall their hair tends to be a darker shade brown black or grey and their eyes range over any color but blue a fact that tends to confuse many all dwarves are bearded both males and females in fact it is considered a terrible dishonor for any dwarf to be shorn of his or her beard dwarves usually dress in an odd mixture of earth tones and loud checked hues and favor leather outfits lined with precious metals and inlaid with jewels and gemstones although long-lived much as elves though not to such a degree usually reaching an age of 400 dwarves do not use this as an excuse to try every and anything as that race does but rather as an excuse to remain set in their ways quickly preferring one way of doing things and rarely changing as they soon grow accustomed to it ofttimes the only way to get a dwarf to change his way of doing things is to show him that another way is better; the challenge there however is getting him to believe you though they were once a single race living within great underground halls beneath the crystalmists these dwellings were destroyed in the invoked devastation and the last high king was killed sundering the dwarven clans today there are two main races of dwarves the hill dwarves are much more common in human civilization the shorter of the two with a dark tan complexion the mountain dwarves are somewhat taller and fairer skinned though both continue the underground living of their race hill dwarves leave their warrens much more often and thus are more likely to be found in the cities of others one of the major facets of dwarven culture both hill and mountain is the importance of honor dwarves believe in a code of action similar in many ways to the chivalric codes of various orders of knighthood that dates back many millennia; according to some to moradin moradin''s original creation of the dwarven people it dictates both how dwarves are expected to carry themselves and what actions they may or may not do amongst the tenets of this code are the requirements to carry a reverence for ones ancestors to defend ones family and friends in battle to always place ones all into ones work both in peacetime and in war and to allow no slight to oneself or ones clan go unpunished unlike many such codes however it tends to cover broad facts rather than day-to-day life and thus one need not be as worried about offending a dwarf in normal interaction further dwarves do not expect other races to uphold dwarven honor in their own acts though those that do when the situation arises are treated with a greater respect than the average non-dwarf dwarves are widely known as a materialistic but hard-working people with great advancements both in mining and metal-working no race can match the feats in smithing that the dwarven artisans can accomplish especially in the precious metals however this skill does come at a price occasionally dwarves will suffer from an affliction known as gold-fever in which their natural avarice grows to such a great degree that it overwhelms all else; family work even honor their desire completely consumes their very souls luckily this is a rare occurrence and the dwarven clerics are able to treat it should it be caught early enough in one so afflicted although they are familiar with magic and oft use that derived from the divine dwarves tend to have a dislike for the more arcane magical arts this is twofold in reasoning; for one the innate dwarven resistance to such magic gives them a distrust of such arts and prevents dwarves from learning these skills themselves that aside the ability of mages to bend nature to their will without needing the support of the gods is seen by many dwarves as an affront to how things ought to be given their natural stubbornness dwarves tend to resist such things heavily believing that if something isn''t how it ought to be it shouldn''t be at all '),
(1780, 'dwur', ' #redirect dwarf '),
(1781, 'dwarves', ' #redirect dwarf '),
(1782, 'elf', ' '),
(1783, 'elfhigh', ' art by jeff butler courtesy of monstrous manual '),
(1784, 'elfgrey', ' art by dr jack w brockway '),
(1785, 'celene', '  celene  may refer to one of the following celene country celene the country celene moon celene one of oerth ''s two moons disambig '),
(1786, 'elf', ' dmpage elfhigh right elves also known by the flan term olve are the most common of the demihuman races though also in many ways the most secluded they are usually divided into three well-known races; high elves grey elves and wood elves high elves are by far the most widely-encountered tending less to introspection and seclusion than their brothers these elves value individual freedoms greatly with their cities usually nothing more than semi-nomadic camps within the forests usually around 5 feet tall high elves often appear frail with the males rarely exceeding 120 pounds and the females almost never getting much above 100 they usually have dark-colored hair and deep green eyes and prefer clothing in greens blues or browns they also tend to have somewhat pale complexions something often seen as odd by others given the amount of time spent out of doors however this frailness does not extend to their strength and in personal combat elves are no less capable than humans the elven skill with a sword is quite well-known as is their adeptness with the bow further elves are captivated by the concept of magic with elvish mages studying to great heights that quite surpass all but the most adept of human mages they use these skills to defend their homelands within the forests of the flanaess defending them from the encroachment of both law and evil into the natural world they fight off those who would plunder the forest only to move on to plunder another orc orcs are chief among these foes though this is partially due to a long-standing conflict between the gods corellon larethian and gruumsh the representative gods of elves and orc orcs respectively however though the origins of the conflict may be found in matters beyond both races the fact remains that orc orcs constantly attempt to expand into the forests of elves and elves stand against orcs to repel their assaults although frail elves do have some physical advantages to humans for one their hearing is a fair bit more sensitive and their sight has the benefit of infravision further elves have little need for sleep requiring only a 4-hour trance-like period a day this has the side-effect of giving elves a resistance to magical sleep-type spells as their manner of such is widely different from that of nearly every other race and of course elves have lifespans an order of magnitude greater than that of a human easily reaching into the centuries some elves are said to have lived for a full millennia and were personal witnesses to the great cataclysm itself unfortunately the same qualities which give elves this lifespan also mean that once an elf has died little short of divine intervention can bring them back from beyond the veil even the greatest of priestly magics may not be effective in restoring life to a slain elf given their lifespans high elves place little value on many things humans consider important they do not pay much attention to mere short-term gains or projects and rarely rush to accomplish anything although they see the value of learning they devote little time to it as given their lifespans they need not spend such a great percentage of their time in study to gain knowledge though they do have small nations of sorts these are much freer in nature than the human equivalent with their rulers rarely bothering to make an effort to control more than their local needs though the elves do owe allegiance to their local overlords and occasionally through them higher nobles this is an allegiance rarely called upon as an example elven society didn''t even bother to form a calendar until centuries after the suel imperium developed theirs despite elven society predating even that ancient kingdom by centuries if not millennia this natural tendency towards independence is so strong that elves are nearly impossible to control with even the strongest mind-affecting magics elfgrey left grey elves are known to most only due to the great kingdom of celene country celene for they are even more introspective than high elves they seem even slighter than high elves with most having either silver hair with amber eyes or pale golden hair with violet eyes this latter type is often refered to as a faerie elf or fae elf grey elves tend to favor bright garments of white gold silver or yellow and wear cloaks of deep blue or purple although more reclusive than high elves grey elves place a greater importance on community than their brethren and are responsible for most of the great elven kingdoms of lore including as previously stated the ancient kingdom celene country celene they value intelligence very highly and unlike other elves devote much time to study and contemplation yet in some ways they fight even more fiercely than the high elves against those that would overthrow their way of life wanting to avoid encroachment both on nature and on their own personal privacy the third type of elves least known of all these three are the sylvan or wood elves this race is the least civilized of them all eschewing settlements entirely in favor of roaming bands of nomadic clans living throughout a forest their hair color ranges from yellow to coppery red with eyes a shade of hazel or green they are usually about the same size as an average high elf but they tend to be somewhat darker in complexion they usually dress in greens or earth tones to better hide themselves from the eyes of passersby through the woods rarely seen if you meet a wood elf more likely than not it will be because they wished you to meet them there are further two races of elf less common even than the sylvan elves though few are aware of more than their existence if even that; the valley elves and grugach valley elves are an extremely rare subrace found only within the valley of the mage few elves speak of this subrace and it is widely believed that a schism was formed between this group and the remainder of elvenkind in the distant past; one which has yet to heal of the grugach little is known besides the even greater ferality they possess than the sylvan elves they are a danger to all non-grugach even to other elves and it is recommended one avoid them whenever possible elves of both races are additionally known for their skill in the arts and in craftsmanship elven poetry is often considered a step above that composed by human humans purely by default as is their music and their metalwork while not of dwarven quality is quite skilled however elves in general have little interest in fields more associated with science with high elves having little care for such matters and grey elves focusing more on the abilities and applications of magic despite the seclusion of elves occasionally one will take up with a human and a half-elf is the result of such a pairing they tend to share characteristics from both sides; they have some of the sight and hearing of elves as well as a somewhat longer lifespan while having the more robust constitution and varied physical appearance of a human unfortunately this straddling means that they are less likely to be accepted by either culture though not nearly to the degree of other crossbreeds half-elves are definitely discriminated against amongst both elves and human humans and tend to be somewhat more likely than other races to take up a career in adventuring as a result '),
(1787, 'olve', ' #redirect elf '),
(1788, 'elves', ' #redirect elf '),
(1789, 'olven', ' #redirect elf '),
(1790, 'elven', ' #redirect elf '),
(1791, 'orc', ' art by tony diterlizzi courtesy of monstrous manual '),
(1792, 'orc', ' dmpage orc right orcs or euroz are a coarse aggressive race constantly at war with many various enemies in appearance they tend to resemble primitive humans what with their stooped posture and sloped brow though they are easily distinguishable through their grayish-green skin covered with coarse hair they tend to be slightly shorter on average than humans with the average male standing around 5 and a half feet and the average female around 5 feet even they possess normal humanoid eyes though with a reddish tint that gives the appearance of glowing in certain conditions they often dress in colors that most humans find unpleasant; mustard yellow rust red greenish purple and the like though they share the surface quality of aggression with hobgoblin hobgoblins they are not nearly their equal as tacticians this is due to a number of reasons chief among them the fact that they don''t devote nearly the time to improving themselves as others believing that their superiority over other races is innate rather than something which must be earned the low quality of orcish goods is renown from their brittle blades to their poorly-maintained armor to their near-rotting leather their enemies are numerous including humans dwarves goblins and even other orcish tribes by far though their greatest hatred is reserved for elves due to the ancient conflict between grummsh and corellon larethian the respective heads of their pantheons in combat orcs are quite dishonorable not following any of the so-called rules of war followed by even some other humanoid species they are well-known for their exploitation of the concepts of honor and chivalry among other races as seen in the common phrase less trustworthy than an orcish merchant they are also known as a cruel race with many of the opinion that a tribe of orcs would rather their opponents gain a pyhrric victory than a quick and painless defeat they are heavily patriarchal as well with females considered fit only to bear and nurse children and never taught arts of combat above all else orcs value territory though wealth number of offspring and experience in combat are also points of pride among them if one is forced into combat with orcs it it''s best to do so in the light as orcs are known to have an aversion to light prefering the dark of nightfall half-orcs are quite similar to orcs in physical characteristics with their orcish ancestry usually much more apparant than their human their human blood however causes them to be looked down upon by other orcs as they see half-orcs as having had their innate superiority tainted by human blood quite often they are killed after birth in orcish tribes though a half-orc with an orcish mother is extremely rare in the first place in human communities their chances for survival and occurance are somewhat better though they are rarely outright killed following their birth they are often outcasts given their relatively low intelligence the general negative impression of orcs most have and the circumstances which usually lead to the birth of a half-orc although they are rarely able to integrate themselves into a human community usually those that are able to pass for nothing more than an ugly human it is far more common for half-orcs in a region to congregate and form their own separate settlement such as the city of haven in southern keoland '),
(1793, 'euroz', ' #redirect orc '),
(1794, 'hobgoblin', ' art by tony diterlizzi courtesy of monstrous manual '),
(1795, 'hoch jebli', ' #redirect hobgoblin '),
(1796, 'dragonred', ' '),
(1797, 'dragon', ' dmpage dragonred right dragons are a widely-varied race with many different forms they grow in size as they age; at adulthood they easily reach 70 to 80 feet in length they are covered with a thick layer of extremely tough scales that only grow thicker with time as well as more vivid in addition as they grow in physical strength they grow in magical as well both through innate abilities and their ever-increasing knowledge of the art dragons are in general excellent tacticians using their skills to best effect and these skills are often vast from pure physical force to their quite-potent breath weapon to their magical abilities to the aura of fear they exude upon others to a wide variety of allies these skills are quite often needed as the greed and violence of a dragon is renown and such creatures are often plagued with those who would attempt to relieve them of their horde or defend the area from their wrath although many have heard the tales of the violence and vengeance dragons reak on other species these acts cannot be associated to all members of the species there are two known types of dragons; those with hides of a solid color the evil wrathful vengeful dragons known to many and those with hides of a more metallic sheen the relatively-benevolent dragons who are more likely to aid mortals despite this however one must be wary when dealing with any sort of dragon as greed overwhelmes their outlook on life regardless of other concerns as not many have had reason to come to blows with those more personable relatively dragons not much is known by most about them or their abilities among the evil dragons however there are a number of stories passed around which suggest their abilities each one tends to have resistances abilities and even habitats among some specific line red dragons are associated with fire and lair in volcanically active regions or barring that any mountainous area while white dragons are more connected with ice and cold and stay in arctic regions black dragons lair in swampy areas while green dragons tend to be found in forested areas with the former utilizing acid and the latter deadly gas in their capabilities it is rare that a group will have the abilitiy to kill a dragon but if this is done they are almost certain to be well rewarded not only would they then gain the dragon dragon''s likely-vast horde but the dragon dragon''s body can be put to a number of use all know the stories of knights wearing mail crafted from the scales of a great dragon or mages questing for years to find a bit of dragon dragon''s blood for a potion or some other creation '),
(1798, 'undead', ' '),
(1799, 'undead', ' dmpage undead right the undead come in a variety of forms; some animated by necromancers some existing through only their own force of will or the circumstances of their demise the most common forms are the basic skeleton or zombie most adventurers are familiar with these creatures which are much the same in many ways zombies are somewhat tougher than skeletons as they still possess most of their flesh but skeletons are difficult to harm with any but bashing weapons the ghoul is another common denizen of catacombs and crypts usually found in groups these disturbing creatures feed on the flesh of their former species scavenging for food from graves when they can or using their paralytic touch to feed on the living one difficult-to-handle class of undead is that of the incorporeal creatures of this type are usually impossible to hit with any but magically enchanted weapons and their strike usually has some sort of nasty magical effect associated with it the classic ghost is one of these types as is the wraith two of the most well-known and most dangerous undead are the vampire and the lich the vampire is a creature cursed by another to feed on the blood of the living and granted with the ability to bring the living to his state of undeath through his feeding the lich meanwhile is cursed of his own volition usually to grant a powerful wizard the time necessary to continue their pursuit of eldritch knowledge unless well prepared one should avoid either of these types in general the undead have few shared weaknesses but there are some to keep in mind many recoil from the sunlight holy water burns most types as if it were acid to them fire is often a good choice and some will recoil when presented with a holy symbol blessed by the gods of good energies opposed to the death that sustains them is also a logical choice '),
(1800, 'infobox monster', ' class infoboxleft bordered cellpadding 4 style width 20em; font-size 95 ; style margin-left inherit; font-size medium;   name   - align center colspan 2 style width 280px; background none; text-align center; - style vertical-align middle; style border 0; image image name -  climate terrain  climate -  frequency  freq -  organization  organization -  activity cycle  activity -  diet  diet -  intelligence  int -   treasure   treasure - style border-bottom double;  alignment  align -  no appearing  number -  armor class  ac -  movement  move -  hit dice  hd -  thac0  thac0 -  no of attacks  numatt -  damage attack  dmg -  special attacks  sa -  special defenses  sd -  special weaknesses  sw -  magic resistance  mr -  size  size -  morale  morale -  xp value  xp category creatures dm category creatures by hd hd pagename basic stat block   name   ac ac ; mv move ; hd hd ; thac0 thac0 ; #at numatt ; dmg dmg ; sa sa ; sd sd ; sw sw ; mr mr ; sz size ; ml morale ; int int ; al align ; xp xp ; source special_desc __toc__ '),
(1801, 'creatures dm', ' stats and other dm-only information on creatures '),
(1802, 'creatures by hd', ' a list of creatures sorted by hd '),
(1803, 'infobox monster', ' empty syntax infobox monster name image climate freq organization activity diet int treasure align number ac move hd thac0 numatt dmg sa sd sw mr size morale xp source special_desc '),
(1804, 'hobgoblin dm', ' infobox monster name hobgoblin image hobgoblin gif climate any non-arctic freq uncommon organization tribal activity any diet omnivore int average 8-10 treasure j m d qx5 align le number 2d10 ac 5 10 move 9 hd 1 1 thac0 19 numatt 1 dmg by weapon sa nil sd nil sw nil mr nil size m 6 &frac12;'' tall morale steady 11-12 xp 65 source mm 191 description description description hobgoblins are a fierce humanoid race that wage a perpetual war with the other humanoid races they are intelligent organized and aggressive the typical hobgoblin is a burly humanoid standing 6 &frac12;'' tall their hairy hides range from dark reddish-brown to dark gray their faces show dark red or red-orange skin large males have blue or red noses hobgoblin eyes are either yellowish or dark brown while their teeth are yellow their garments tend to be brightly colored often bold blood red any leather is always tinted black hobgoblin weaponry is kept polished and repaired hobgoblins have their own language and often speak with orc dm orc orcs goblin dm goblin goblins and ape dm carnivorous ape apes roughly 20 of them can speak the common tongue of man combat combat combat hobgoblins in a typical force will be equipped with polearms 30 morningstars 20 swords and bows 20 spears 10 swords and spears 10 swords and morningstars 5 or swords and whips 5 hobgoblins fight equally well in bright light or virtual darkness having infravision with a range of 60 feet hobgoblins hate elf dm elves and always attack them first habitat society habitat society habitat society hobgoblins are nightmarish mockeries of the humanoid races who have a military society organized in tribal bands each tribe is intensely jealous of its status chance meetings with other tribes will result in verbal abuse 85 or open fighting 15 hobgoblin tribes are found in almost any climate or subterranean realm a typical tribe of hobgoblins will have between 20 and 200 2d10 x 10 adult male warriors in addition for every 20 male hobgoblins there will be a leader known as a sergeant and two assistants groups numbering over 100 are led by a sub-chief who has 16 hit points and an armor class of 3 if the hobgoblins are encountered in their lair they will be led by a chief with ac 2 22 hit points and 3 points of damage per attack who fights as a 4 hit die monster the chief has 5-20 5d4 sub-chiefs acting as bodyguards leaders and chiefs always carry two weapons each tribe has a distinctive battle standard which is carried into combat to inspire the troops if the tribal chief is leading the battle he will carry the standard with him otherwise it will be held by one of his sub-chiefs in addition to the warriors present in a hobgoblin tribe there will be half again that many females and three times as many children as adult males fully 80 of all known hobgoblin lairs are subterranean complexes the remaining 20 are surface villages which are fortified with a ditch fence 2 gates and 3-6 guard towers villages are often built upon ruined humanoid settlements and may incorporate defensive features already present in the ruins hobgoblin villages possess artillery in the form of 2 heavy catapults 2 light catapults and a ballista for each 50 warriors underground complexes may be guarded by 2-12 ape dm carnivorous ape apes 60 they are highly adept at mining and can detect new construction sloping passages and shifting walls 40 of the time ecology ecology ecology hobgoblins feel superior to goblin dm goblin goblins or orc dm orc orcs and may act as leaders for them in such cases the lesser races are used as battle fodder hobgoblin mercenaries may work for powerful or rich evil humanoids alternate stat blocks alternate stat blocks alternate stat blocks hobgoblin sergeant or his assistants  hobgoblin sergeant  ac 5 10 ; mv 9; hd 1 1; hp 9; thac0 19; #at 1; dmg by weapon; sz m; ml 11-12; int average 8-10 ; al le; xp 35; mm 191 hobgoblin sub-chief  hobgoblin sub-chief  ac 3 8 ; mv 9; hd 3; hp 16; thac0 17; #at 1; dmg by weapon; sa 2 str bonus to damage; sd 2 dex bonus to ac; sz m; ml 11-12; int average 8-10 ; al le; xp 65; mm 191 hobgoblin chief  hobgoblin chief  ac 2 7 ; mv 9; hd 4; hp 22; thac0 17; #at 1; dmg by weapon; sa 3 str bonus to damage; sd 3 dex bonus to ac; sz m; ml 11-12; int average 8-10 ; al le; xp 120; mm 191 '),
(1805, 'creatures dm', ' #redirect category creatures dm '),
(1806, 'treasure', 'lair treasures lair treasures lair treasures class wikitable style text-align center; type cp sp gp pp or ep gems dm gems art magical items - a 1000-3000 25 200-2000 30 1000-6000 40 300-1800 35 10-40 60 2-12 50 any 3 30 - b 1000-6000 50 1000-3000 25 200-2000 25 100-1000 25 1-8 30 1-4 20 armor weapon 10 - c 1000-10000 20 1000-6000 30 - - 100-600 10 1-6 25 1-3 20 any 2 10 - d 1000-6000 10 1000-10000 15 1000-3000 50 100-600 15 1-10 30 1-6 25 any 2 1 potion 15 - e 1000-6000 5 1000-3000 25 1000-4000 25 300-1800 25 1-12 15 1-6 10 any 3 1 scroll 25 - f - - 3000-18000 10 1000-6000 40 1000-4000 15 2-20 20 1-8 10 any 5 except weapons 30 - g - - - - 2000-20000 50 1000-10000 50 3-18 30 1-6 25 any 5 35 - h 3000-18000 25 2000-20000 40 2000-20000 55 1000-8000 40 3-30 50 2-20 50 any 6 15 - i - - - - - - 100-600 30 2-12 55 2-8 50 any 1 15 individual and small lair treasures individual and small lair treasures individual and small lair treasures class wikitable style text-align center; type cp sp gp pp or ep gems dm gems art magical items - j 3-24 - - - - - - - k - 3-18 - - - - - - l - - - 2-12 - - - - m - - 2-8 - - - - - n - - - 1-6 - - - - o 10-40 10-30 - - - - - - p - 10-60 - 1-20 - - - - q - - - - 1-4 - - - r - - 2-20 10-60 2-8 1-3 - - s - - - - - - 1-8 potions - t - - - - - - 1-4 scrolls - u - - - - - - - - 2-16 90 1-6 80 any 1 70 - v - - - - - - any 2 - w - - - - 5-30 - 1-8 - 2-16 60 1-8 50 any 2 60 - x - - - - - - any 2 potions - y - - 200-1200 - - - - - z 100-300 - 100-400 - 100-600 - 100-400 - 1-6 55 2-12 50 any 3 50 '),
(1807, 'goblin', ' ');
INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1808, 'goblin dm', ' infobox monster name goblin image goblin gif climate any non-arctic land freq uncommon organization tribe activity night diet carnivore int low to average 5-10 treasure c k align le number 4-24 ac 6 10 move 6 hd 1-1 thac0 20 numatt 1 dmg 1-6 by weapon sa nil sd nil sw sunlight mr nil size s 4'' tall morale average 10 xp 15 source mm 163 special_desc sw &ndash; bright light gives goblins -1 to their to-hit rolls goblins have flat faces broad noses pointed ears wide mouths and small sharp fangs their foreheads slope back and their eyes are dull and glazed they always walk upright but their arms hang down almost to their knees their skin ranges from yellow through any shade of orange to a deep red though a single tribe usually has members all of about the same color skin their eyes vary from bright red to a gleaming lemon yellow they wear clothing of dark leather tending towards soiled-looking colors goblin speech is harsh and pitched higher than that of humans in addition to their own language some goblins can speak in the kobold dm kobold orc dm orc and hobgoblin dm hobgoblin tongues combat combat combat goblins hate bright sunlight and fight with a -1 on their attack rolls when in it this unusual sensitivity to light however serves the goblins well underground giving them infravision out to 60 feet they can use any sort of weapon prefering those that take little training like spears and maces they are known to carry short swords as a second weapon they are usually armored in leather although the leaders may have chain or even plate mail goblin strategies and tactics are simple and crude they are cowardly and will usually avoid a face-to-face fight more often than not they will attempt to arrange an ambush of their foes habitat society habitat society habitat society goblins or jebli live in a patriarchal society with the chief and his bodyguards on the top of the status ladder and the women and children on the bottom if there isn''t enough food to go around first the males are allowed to eat then the females and finally the children in fact in times of famine the children are often left exposed to die in the wilderness female goblins are never taught the use of weapons or allowed to become warriors although they are occasionally allowed to become shaman or witch doctors by the goblin gods a typical goblin tribe has 40-400 4d10 x 10 adult male warriors for every 40 goblins there will be a leader and his 4 assistants each having 1 hit die 7 hit points for every 200 goblins there will be a sub-chief and 2-8 2d4 bodyguards each of which has 1 1 hit dice 8 hit points is armor class 5 and armed with a battle axe the tribe has a single goblin chief and 2-8 2d4 bodyguards each of 2 hit dice armor class 4 and armed with two weapons in addition to the males there will be adult females equal to 60 of their number and children equal to the total number of adults in the lair neither will fight in battles goblins have no concept of monogamy; all adults share in what could be called a communal marriage with the highest-status goblins having first pick from all available mates children or goblin-imps as they are also known are thus frequent in a goblin tribe the average female being pregnant about once a year on average from age 10 up to about 35 but child mortality is high with only half of all goblin children reaching adulthood children only remain with their mother until weaned usually at around 10 months at which point they are raised by the tribe collectively puberty begins at about age 10 at which point a goblin is considered a full-fledged member of the tribe although goblins do have a strict heirarchy within each tribe heritage is irrelevant to one one''s status; the children of high-ranking goblins are treated no better than any other child the goblin lifespan is about 50 years with a lucky few living to 55 or even 60 due to hunger disease and the many predators and enemies goblin have however it is rare one lives this long most possessions owned by a goblin tribe are stolen from others although they can make simple leather garments and goods from the hides of animals killed during a hunt weaving is beyond most goblins but stitching is not and they do have the skill necessary to create cloth clothing from pieces of cloth gained elsewhere goblin status ladders are normally along these lines katar or chief komar or subchief mogur or leader witch doctors shaman wolf-riders elite warriors bodyguards of the leaders of the tribe or their peers goblin warriors female goblins goblin-imps the old crippled and sick slaves and prisoners there is a 25 chance that 10 of their force will be mounted upon huge worgs and have another 10-40 1d4x10 unmounted worgs with them there is a 60 chance that the lair is guarded by 5-30 5d6 such wolves and a 20 chance of 2-12 2d6 bugbears goblin shamans are rare but have been known to reach 7th level in skill though never above 5th level in spellcasting ability goblin witch-doctors are not unknown either the equivalent of priest wizards the tribe will have slaves of several races numbering 10-40 of the size of the tribe slaves are always kept shackled and are staked to a common chain when sleeping goblins hate most other humanoids gnomes and dwarves in particular and work to exterminate them whenever possible ecology ecology ecology food is often a concern to goblins and in fact their small size and relative weakness is the result of constant malnutrition having been pushed out of more lush areas by humans and demihumans they can barely scrape by with a hunter-gatherer existence the men of a tribe go out to hunt every day occasionally bringing down large prey such as a deer but usually concentrating on small game such as rabbits camprats and birds the females scavenge for plants as goblins do require some plant roughage to stay healthy the females dig for tubers collect nuts acorns and wild grains mainly grass seed and pluck various greens nettles dandelions sorrel these are all thrown into a huge ever-boiling pot or cauldron filled with goblin stew - a mixture of boiled bones bits of meat more-or-less edible plants and anything left over from previous meals it is similar to stew in some ways and gruel in others and virtually inedible to anything pickier than a goblin goblins are decent miners though not up to dwarven standards they are able to note new or unusual construction in an underground area 25 of the time and any habitat will soon be expanded by a maze-like network of tunnels alternate stat blocks alternate stat blocks alternate stat blocks goblin leader or his bodyguards  goblin leader mogur or bodyguard  ac 6 10 ; mv 6; hd 1-1; hp 7; thac0 19; #at 1; dmg 1d6 by weapon ; sw sunlight; sz s; ml 10; int low to average 5-10 ; al le; xp 15; mm 163 sw &ndash; bright light gives goblins -1 to their to-hit rolls goblin subchief or his bodyguards  goblin subchief kumar   ac 5 10 ; mv 6; hd 1 1; hp 8; thac0 19; #at 1; dmg 1d8 battle axe ; sw sunlight; ml 10; int low to average 5-10 ; al le; xp 35; mm 163 sw &ndash; bright light gives goblins -1 to their to-hit rolls goblin chief or his bodyguards  goblin chief katar   ac 4 10 ; mv 6; hd 2; thac0 18; #at 2; dmg 1d8 1d6 battle axe shortsword ; sw sunlight; sz s; ml 10; int low to average 5-10 ; al le; xp 35; mm 163 sw &ndash; bright light gives goblins -1 to their to-hit rolls goblin shaman  goblin shaman  ac 6 10 ; mv 6; hd 1 2-1; thac0 20; #at 1; dmg 1d6 mace ; sa priest spells see below ; sw sunlight; sz s; ml 10; int low to average 5-10 ; al le; xp 35; mm 163 sw &ndash; bright light gives goblins -1 to their to-hit rolls goblin shamen are the priests of goblin tribes they can reach up to the equivalent of 5th level in priestly magic and have access to the following spheres all charm combat divination elemental air elemental earth guardian healing protection war and wards they do not get extra spellcasting slots for high ability scores but they are not penalized for low scores once per day they can perform a divination usually by casting bones and reading the results ; this is the equivalent of an augury that foretells weal or woe for that day shamans of bargrivyek dm bargrivyek a lesser goblin deity also occasionally speak in tongues they begin speaking randomly in multiple different languages not all of them known to the speaker afterward the speaker has no memory of what they said but the display heartens any nearby goblins giving them a 1 bonus to all attack damage and saving throw rolls for the rest of the day with the sign that their god is with them all of their enemies suffer a -1 penalty to atack damage and saving throw rolls from the display and must successfully make a saving throw vs spell or flee as if hit with a fear spell goblin witch doctor  goblin witch doctor  ac 10; mv 6; hd 1 2-1; thac0 20; #at 1; dmg 1d6 by weapon ; sa wizard and priest spells; sw sunlight; sz s; ml 10; int low to average 5-10 ; al le; xp 15; mm 163 sw &ndash; bright light gives goblins -1 to their to-hit rolls goblin witch doctors are the goblin equivalent of priest wizards they can reach up to the equivalent of 3rd level in priestly magic and 3rd level in wizardly and have access to the following spheres all charm combat divination elemental air elemental earth guardian healing protection war and wards they also have access to a single school of wizardly spells but can only know spells from that school they can never be more than one level of priest above their level of wizard but their level of wizard can never be more than their level of priest once per day they can perform a divination usually by casting bones and reading the results ; this is the equivalent of an augury that foretells weal or woe for that day they can also curse one foe per level a day causing a penalty to that person person''s attack damage and saving throws equal to -1 per level of the witch doctor doctor''s wizard ability until a remove curse or other similar magic is used '),
(1809, 'orc dm', ' infobox monster name orc image orc gif climate any land freq common organization tribe activity night diet carnivore int average 8-9 treasure l c o qx10 s align le number 30-300 ac 6 10 move 9 12 hd 1 thac0 19 numatt 1 dmg 1-8 by weapon sa nil sd nil sw sunlight mr nil size m 6'' tall morale steady 11-12 xp 15 source mm281 special_desc sw &ndash; orcs suffer a -1 to to-hit rolls and morale checks in direct sunlight orcs or euroz are a species of aggressive mammalian carnivores that band together in tribes and survive by hunting and raiding orcs believe that in order to survive they must expand their territory and so they are constantly involved in wars against many enemies humans elves dwarves goblins and other orc tribes orcs vary widely in appearance as they frequently crossbreed with other species in general they resemble primitive humans with grey-green skin covered with coarse hair orcs have a slightly stooped posture a low jutting forehead and a snout instead of a nose though comparisons between this facial feature and those of pigs are exaggerated and perhaps unfair orcs have well-developed canine teeth for eating meat and short pointed ears that resemble those of a wolf orcish snouts and ears have a slightly pink tinge their eyes are human with a reddish tint that sometimes makes them appear to glow red when they reflect dim light sources in near darkness this is actually part of their optical system a pigment which gives them infravision male orcs are about 5u8c2bd to 6 feet tall females average 6 inches shorter than males orcs prefer to wear colors that most humans think unpleasant blood red rust red mustard yellow yellow green moss green greenish purple and blackish brown their armor is unattractive besides -- dirty and often a bit rusty orcs speak orcish a language derived from older human and elvish languages there is no common standard of orcish so the language has many dialects which vary from tribe to tribe orcs have also learned to speak local common tongues but are not comfortable with them some orcs have a limited vocabulary in goblin dm goblin hobgoblin dm hobgoblin and ogre dm ogre dialects combat combat combat orcs are constantly in battle they use the following weapons class wikitable sword and flail 5 - sword and spear 10 - axe and spear 10 - axe and polearm 10 - axe and crossbow 10 - axe and bow 10 - sword and battleaxe 5 - spear 10 - axe 10 - polearm 20 polearms are typically either halberds pikes set to receive charge or glaives leaders typically possess two weapons if a subchief is present there is a 40 chance the orcs will be fighting around a standard the presence of this standard increases attack rolls and morale by 1 for all orcs within 60 yards orcs typically wear studded leather armor and a shield ac 6 orcs hate direct sunlight and fight at -1 penalty to their attack rolls in sunlight their morale decreases by 1 under these circumstances as well orcs employ sniping and ambush tactics in the wild they do not obey the rules of war unless such is in their best interests; for example they will shoot at those who attempt to parlay with them under a white flag unless the orc leader feels it is advantageous to hear what the enemy has to say they abuse human rules of engagement and chivalry to their best advantage they have a historic enmity against elves and dwarves; many tribes will kill these demihumans on sight it is often believed that orcs are so bloodthirsty and cruel that they are ineffective tacticians and that they would rather be vicious than victorious like most stereotypes this is highly misleading; it is true for some orc tribes but not for all many orc tribes have waged wars for decades and have developed a frightening efficiency with battle tactics habitat society habitat society habitat society for every three orcs encountered there will be a leader and three assistants these orcs will have 8 hit points each being the meanest and strongest in the group if 150 orcs or more are encountered there will be the following additional figures with the band a subchief and 3-18 guards each with armor class 4 11 hit points and 1 damage due to strength on all attacks they fight as monsters of 2 hit dice thac0 19 for every 100 orcs encountered there will be either a shaman maximum 5th level priest or a witch doctor maximum 4th-level mage shamans and witch doctors gain an extra 1d4 hit points for each level above 1st and fight as a monster of 1 hit die for every two levels round fractions up of spell-casting ability e g a 5th-level shaman has d8 4d4 hit points and fights as a 3 hit dice monster if the orcs are not in their lair there is a 20 chance they will be escorting a train of 1-6 carts and 10-60 slave bearers bringing supplies loot or ransom and tribute to their orc chief or a stronger orc tribe the total value of the goods carried by all of the carts will vary between 10 and 1 000 silver pieces and each slave bearer will bear goods valued between 5 and 30 silver pieces if the orcs are escorting a treasure train double the number of leaders and assistants and add 10 orcs for each cart in the train; one subchief with 5-30 guards will always be in charge orc lairs are underground 75 of the time in a wilderness village 25 of the time orc communities range from small forts with 100-400 orcs to mining communities with 500-2 000 orcs to huge cities partially underground and partially above ground with 2 000 to 20 000 orcs there will always be additional orcs when the encounter is in a creature creature''s lair a chief and 5-30 bodyguards ac 4 13-16 hit points attack as monsters with 3 hit dice thac0 17 and inflict an extra 2 damage on all attacks due to strength if the lair is underground there is a 50 chance that 2-5 ogres per 200 orcs will be living with them most lairs above ground are rude villages of wooden huts protected by a ditch log rampart and log palisade or more advanced constructions built by other races the village will have 1-4 watch towers and a single gate there will be one ballista and one catapult for every 100 adult male orcs orcs are aggressive they believe other species are inferior to them and that bullying and slavery is part of the natural order they will cooperate with other species but are not dependable as slaves they will rebel against all but the most powerful masters; as allies they are quick to take offense and break agreements orcs believe that battle is the ideal challenge but some leaders are pragmatic enough to recognize the value of peace which they exact at a high price if great patience and care are used orc tribes can be effective trading partners and military allies this attitude is not limited to non-orcs as great intertribal agressiveness exists amongst orcs as well among the major orcish tribes are the vile rune the bloody head the death moon the broken bone the evil eye the leprous hand the rotting eye and the dripping blade orcs value territory above all else; battle experience wealth and number of offspring are other major sources of pride orcs are patriarchal; women are fit only to bear children and nurse them orcs have a reputation for cruelty that is deserved but humans are just as capable of evil as orcs orcs have marriage customs but orc males are not noted for their faithfulness ecology ecology ecology orcs have an average lifespan of 40 years they have a gestation period of 10 months and produce two to three offspring per birth infant mortality is high orcs are carnivores but prefer game meats or livestock to demihumans and humanoids orcs are skilled miners who can spot new and unusual constructions 35 of the time and sloping passages 25 of the time they are also excellent weaponsmiths orogs orogs orogs elite orcs or orogs are the common names for those occasional orc- ogre dm ogre crossbreeds orogs range between 6 and 6u8c2bd feet tall they are highly disciplined warriors and have their own standards and banners which they display prominently &ndash; it is usually easy to tell when orogs are present among common orcs orogs can be found at the vanguard of large orc armies but rarely on patrol there is a 10 chance that an orc tribe will have orogs whose number equals 10 of the male population thus a community of 3 000 male orcs has a 10 chance of having 300 additional orogs orogs have 3 hit dice plate mail ac 3 and have a 3 strength bonus on damage dice half-orcs half-orcs half-orcs half-orcs most commonly arise in the border areas between human and orc cultures they tend to favor the orcish strain heavily and as such are basically orcs although 10 of these offspring can pass as ugly humans they are treated as humans with levels instead of hit dice half-orcs are distrusted by both human and orc cultures because they remind each of the other other''s racial stock half-orcs advance in orc culture by flaunting their superior ability and in human culture by associating with people who don''t care about appearance most tend toward neutrality with slight lawful and evil tendencies but lawful good half-orcs are not unknown half-orc settlements are not uncommon as they tend to be reject by both orcish and human society alternate stat blocks alternate stat blocks alternate stat blocks orcish leader and assistants  orcish leader and assistants  ac 6 10 ; mv 9 12 ; hd 1; hp 8; thac0 19; #at 1; dmg 1-8 by weapon ; sa nil; sd nil; sw sunlight; mr nil; sz m 6'' tall ; ml steady 11-12 ; int average 8-9 ; al le; xp 35; mm281 sw &ndash; orcs suffer a -1 to to-hit rolls and morale checks in direct sunlight orcish subchief and guards  orcish subchief and guards  ac 4 10 ; mv 9 12 ; hd 2; hp 11; thac0 18; #at 1; dmg 1-8 by weapon ; sa strength; sd nil; sw sunlight; mr nil; sz m 6'' tall ; ml steady 11-12 ; int average 8-9 ; al le; xp 35; mm281 sa &ndash; 1 damage from strength on all attacks; sw &ndash; orcs suffer a -1 to to-hit rolls and morale checks in direct sunlight orcish chief and bodyguards  orcish chief and bodyguards  ac 4 10 ; mv 9 12 ; hd 3; hp 13-16; thac0 17; #at 1; dmg 1-8 by weapon ; sa strength; sd nil; sw sunlight; mr nil; sz m 6'' tall ; ml steady 11-12 ; int average 8-9 ; al le; xp 65; mm281 sa &ndash; 2 damage from strength on all attacks; sw &ndash; orcs suffer a -1 to to-hit rolls and morale checks in direct sunlight orcish shaman  orcish shaman  ac 6 10 ; mv 9 12 ; hd varies; thac0 varies; #at 1; dmg 1-8 by weapon ; sa spell casting; sd nil; sw sunlight; mr nil; sz m 6'' tall ; ml steady 11-12 ; int average 8-9 ; al le; xp 35-650; mm281 sa &ndash; orcish shamen serve as priests of up to 5th level with normal sphere selection they have 1 hd plus 1d4 hp for every level above first and they fight as a monster of 1 hit die for every two levels round fractions up ; sw &ndash; orcs suffer a -1 to to-hit rolls and morale checks in direct sunlight orcish witch doctor  orcish witch doctor  ac 10; mv 9 12 ; hd varies; thac0 varies; #at 1; dmg 1-8 by weapon ; sa spell casting; sd nil; sw sunlight; mr nil; sz m 6'' tall ; ml steady 11-12 ; int average 8-9 ; al le; xp 35-650; mm281 sa &ndash; orcish shaman serve as wizards of up to 4th level they have 1 hd plus 1d4 hp for every level above first and they fight as a monster of 1 hit die for every two levels round fractions up ; sw &ndash; orcs suffer a -1 to to-hit rolls and morale checks in direct sunlight orog  orog  ac 3 10 ; mv 6 12 ; hd 3; thac0 17; #at 1; dmg 1-10 by weapon ; sa strength; sd nil; sw sunlight; mr nil; sz m 6'' tall ; ml steady 11-12 ; int average 8-9 ; al le; xp 65; mm281 sa &ndash; 3 damage from strength on all attacks; sw &ndash; orogs suffer a -1 to to-hit rolls and morale checks in direct sunlight '),
(1810, 'calendar dm', ' weather needfest 1 starday 2 sunday 3 - moonday 4 - godsday 5 - waterday 6 earthday 7 freeday fireseek 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 sunday 10 moonday 11 godsday 12 waterday 13 earthday 14 freeday 15 starday first day of spring 16 sunday 17 moonday 18 godsday 19 waterday 20 earthday 21 freeday 22 starday 23 sunday 24 - moonday 25 - godsday 26 - waterday 27 earthday 28 freeday readying 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 - sunday 10 - moonday 11 - godsday 12 - waterday 13 - earthday 14 - freeday 15 - starday 16 - sunday 17 - moonday 18 - godsday 19 - waterday 20 - earthday 21 freeday 22 starday 23 sunday 24 - moonday 25 - godsday 26 - waterday 27 earthday 28 freeday coldeven 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 sunday 10 moonday 11 godsday 12 waterday 13 earthday 14 freeday 15 starday 16 sunday 17 moonday 18 godsday 19 waterday 20 earthday 21 freeday 22 starday 23 sunday 24 - moonday 25 - godsday 26 - waterday 27 earthday 28 freeday growfest 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday planting 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 sunday 10 moonday 11 godsday 12 waterday 13 earthday 14 freeday 15 starday first day of summer 16 sunday 17 - moonday 18 - godsday 19 - waterday 20 earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday flocktime 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 - sunday 10 - moonday 11 - godsday 12 - waterday 13 - earthday 14 - freeday 15 - starday 16 - sunday 17 - - moonday 18 - - godsday 19 - - waterday 20 - earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday wealsun 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 sunday 10 moonday 11 godsday 12 waterday 13 earthday 14 freeday 15 starday 16 sunday 17 - moonday 18 - godsday 19 - waterday 20 earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday richfest 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday reaping 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 sunday 10 - moonday 11 - godsday 12 - waterday 13 earthday 14 freeday 15 starday 16 sunday 17 moonday 18 godsday 19 waterday 20 earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday goodmonth 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 - sunday 10 - - moonday 11 - - godsday 12 - - waterday 13 - earthday 14 - freeday 15 - starday 16 - sunday 17 - moonday 18 - godsday 19 - waterday 20 - earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday harvester 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday 8 starday 9 sunday 10 - moonday 11 - godsday 12 - waterday 13 earthday 14 freeday 15 starday 16 sunday 17 moonday 18 godsday 19 waterday 20 earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday brewfest 1 starday 2 sunday 3 moonday 4 godsday 5 waterday 6 earthday 7 freeday patchwall 1 starday 2 sunday 3 - moonday 4 - godsday 5 - waterday 6 earthday 7 freeday 8 starday 9 sunday 10 moonday 11 godsday 12 waterday 13 earthday 14 freeday 15 starday first day of winter 16 sunday 17 moonday 18 godsday 19 waterday 20 earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday ready''reat 1 starday 2 sunday 3 - moonday 4 - godsday 5 - waterday 6 earthday 7 freeday 8 starday 9 - sunday 10 - moonday 11 - godsday 12 - waterday 13 - earthday 14 - freeday 15 - starday 16 - sunday 17 - moonday 18 - godsday 19 - waterday 20 - earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday sunsebb 1 starday 2 sunday 3 - moonday 4 - godsday 5 - waterday 6 earthday 7 freeday 8 starday 9 sunday 10 moonday 11 godsday 12 waterday 13 earthday 14 freeday 15 starday 16 sunday 17 moonday 18 godsday 19 waterday 20 earthday 21 freeday 22 starday 23 sunday 24 moonday 25 godsday 26 waterday 27 earthday 28 freeday '),
(1811, 'weather', ' class wikitable - date predicted terrain high low sky precip type winds wind chill special phenomena - reaping 13th hilly 95 78 partly cloudy no - 2 mph - - - reaping 14th hilly 93 77 partly cloudy no - 7 mph - - - reaping 15th plains 97 76 cloudy yes weather types thunderstorm 3 hours 7 inches of rain 30 mph - - - reaping 16th plains 95 80 clear no - 24 mph - - - reaping 17th plains 92 75 clear no - 12 mph - - - reaping 18th plains 97 80 cloudy no - 9 mph - - - reaping 19th plains 93 79 partly cloudy yes weather types light rainstorm 9 hours &frac12; an inch of rain 10 mph - - '),
(1812, 'session 28', ' the party fills time waiting splitting up into their own separate tasks kreb and monjubu leave for entertainment while celes and adrien return their horses to gypsum hollow meanwhile adelbert awaits demaine ''s completion outside his home key events kreb introduces monjubu to the the art of glassblowing celes and adrien get into a minor tiff that is soon resolved '),
(1813, 'thomas demaine', ' a rich old guy on the nice side of the sta_fira hood that is making quite a living off the selling of his goods he he''s got a lot of money and he he''s really pretty smart because he hired characters bert bert''s brutesquad to watch over his cart '),
(1814, 'murlynd dm', ' infobox god name murlynd nicknames image_name god_murlynd png pronun mer-lind strength quasi-god plane the prime material plane alignment lg portfolio technology invention layer prime material plane domain oerth superior none allies heironeous dm heironeous heward dm heward kelanen dm kelanen keoghtom dm keoghtom zagyg dm zagyg foes dugmaren dm dugmaren iuz dm iuz wastri dm wastri wor_align lg ln ng __toc__ within the last hundred years murlynd was an adventurer a knight of heironeous a skilled adventurer to be sure who counted himself amongst the ranks of heward dm heward kelanen dm kelanen keoghtom dm keoghtom and zagyg dm zagyg but merely an adventurer he had a great interest in invention both magical and technological in the former his most widespread creation   murlynd murlynd''s spoon   is used by adventurers across the flanaess in the latter he can be credited with developing the first magnetic compass a device widespread now as an alternative to celestial navigation at sea his thoughts eventually turned to the exploration not of the planes but of the multitude of other prime worlds having stumbled to its secret he briefly considered the art of spelljamming to suit his whims but it wasn''t to his taste no he prefered the much easier method of gatehopping with the aid of his allies they soon developed spells to allow people to visit alternate primes easily though these were quite different from the ones they were already familiar with they had stumbled into a method not of visiting other crystal spheres but of truly alternate worlds; worlds parallel to their own the worlds murlynd visited were well recorded by he; one with vast technology in which humans distorted by strange energies abounded one in which the trade of espionage was spread throughout society though beneath the notice of most citizens of that world and then came murlynd murlynd''s favorite the one he was most drawn to a vast untamed frontier filled with new settlers trying to uphold the law both through official means and through wandering vigilantes in many ways similar to his own world in many ways far far different he attached himself to this world immersing himself in its culture he never lost his inventor inventor''s eye though and immediately went to work trying to figure out why certain artifacts he brought over from that world refused to function in his homeland he eventually discovered they relied on a strange black powdery substance that those more versed in the ways of other spheres called   smokepowder   certain that the issue was beyond the technological he ventured into the magical to uncover a solution again with the aid of his allies he began a long process to discover a way around this first trying to get the substance to function normally and second trying magical replacements zagyg dm zagyg eventually gave him the idea he needed to achieve his goal; ascension to deityhood spurred on by zagyg dm zagyg ''s urging who had been doing his own research in this manner for years he began to look into this as an option his patron heironeous dm heironeous thought the idea not exactly well-thought-out and was of little help zagyg dm zagyg ''s patron boccob dm boccob refused to help in this matter having created the restriction murlynd was trying to bypass in the first place he was forced as was often the case to create a solution where none was obviously apparant he began finding ways of gathering his own power separate from the gods though initially worried he might be offending his patron he suffered throuhg no ill effect and so soldiered on he gathered information from the rituals of others he knew had achieved ascension before him; rudd dm rudd st cuthbert dm st cuthbert vecna dm vecna he observed zagyg dm zagyg ''s attempts and was even allowed to drain off minor amounts of energy from his own rituals of ascension even the renown imprisonment of the demigods though his involvement in this did earn him the ire of those involved; dugmaren dm dugmaren especially as not only did murlynd siphon off some of her power but his portfolio overlaps hers and is seen as competition though the details are not known it is obvious that his efforts succeeded somewhat and were even used as the basis for the ascension of so many of his allies though they didn''t achieve the success of zagyg dm zagyg himself it cannot be denied that they are all true deities murlynd murlynd''s avatar murlynd murlynd''s avatar murlynd murlynd''s avatar murlynd is a true character his face is bold and handsome his eyes deep and penetrating his nature is seemingly rugged independent and taciturn traits he picked up from the citizens one of his favorite alternate prime worlds his broad muscular frame is typically clad in garments of another time and world that of the old west his waist is girdled by a leather belt containing weapons of technology as well as a 6 dagger although appearing aloof and aggressive murlynd is actually quite gregarious loquacious and gentle unless provoked   paladin 12 illusionist 12   ac 2; mv 12; hp 135; thac0 9; #at 2; dmg by weapon; s 18 76 d 16 c 18 i 18 w 15 ch 14; mr 35 ; sz m 6'' mage spells 4 4 4 4 4 1 saves ppdm 7 rsw 7 pp 8 bw 8 sp 8  special att def  murlynd wields two six-shooters procured from another plane these devices function even on oerth thanks to murlynd murlynd''s special aura they can each send out 3 projectiles a round and inflict 2d4 damage to their target regardless of a minimum enchantment needed to hit them they have the same range as a light crossbow in addition he also wields a 4 dancing holy broadsword which he usually carries on his warhorse or strapped to his back he is able to use a weapon in either hand and often switches between what tactics he uses firing his arcane projectile weapons one round switching to his sword and a dagger the next and sending his sword out to dance while he casts a spell or uses some other invention the third when casting spells murlynd often mixes technological terminology with his incantations with surprising results casting a   stinking cloud   or   wall of fog   might create an engine that produces the smoke but for longer and in greater quantities than expected one casting of   burning hands   resulted in a device that spewed liquid fire while another time he created a   fireball   of paper that burst harmlessly because of this murlynd can occasionally cast more than one spell per round as the initial dwoemer was provided in part by the art of science murlynd suffers from color blindness and is insensitive to difference in hue thus spells he casts that are color-based or that use color in some manner often have bizzare effects and are always linked with these technological devices in addition he is immune to spells based wholly on color   color spray     chromatic orb   and so on church clergy commoners usually inventors; clerics rare alignment lg ln ng turn no; clerics of murlynd can turn extraplanar creatures by hd as undead command no murlynd murlynd''s church is extraordinarily newly formed; he isn''t the sort of god most cleric types would be interested in following he is occasionally called upon in oaths and prayers by those who have interest in the art of technology but there are as of yet no widespread beliefs or rituals all his followers are expected to possess dogma dogma dogma  never be satisfied with the options open to you if you can''t find a solution to your problem make one if you aren''t happy with your world find a different one also accept the help of others but don''t rely on it acknowledge their skills if they surpass your own but work so you can achieve your goals without their aid remember if you put your mind to it you can accomplish anything  day-to-day activities day-to-day activities day-to-day activities holy days & important ceremonies nonemajor centers of worship major centers of worship major centers of worship noneaffiliated orders affiliated orders affiliated orders nonevestments vestments vestments  formal vestments   white shirt leggings and a hat with a silver brooch in the style of murlynd murlynd''s holy symbol  adventuring garb   a lab smock or a workman workman''s apron with armor beneath priest name draftsman reqs intelligence 13 dexterity 12 prime_reqs wisdom intelligence alignment lg ln ng weapons any including firearms armor any flexible and non-bulky major_sphere creation divination law numbers protection minor_sphere healing elemental earth elemental fire req_prof engineering bonus_prof any crafting-related proficiency as a quasi-god murlynd cannot grant spells of 5th- through 7th-level with certain exceptions dwarves and gnomes can be draftsmen draftsmen take engineering as a one-slot proficiency draftsmen have access to wizard proficiencies though they cannot turn undead draftsmen can still turn extraplanar creatures as normal draftsmen can take proficiency in firearms at any time though they are unable to use them until tenth level nor are they guaranteed to find an example of such at first level draftsmen can cast   mending   once per day at third level draftsmen can cast   hornung hornung''s guess   at will at third level draftsmen can cast   patternweave   once per week at fifth level draftsmen can cast   rope trick   once per day at seventh level draftsmen can call for a warhorse as a paladin at tenth level draftsmen are able to use   smokepowder   in greyspace with sufficient concentration at tenth level draftsmen can cast   major creation   per daysources sources sources dragon magazine #71 greyhawku8e28099s world quasi-deities by gary gygax slavers by sean k reynolds & chris pramas '),
(1815, 'god murlynd', ' '),
(1816, 'zagyg dm', ' infobox god name zagyg nicknames the mad archmage image_name god_zagyg gif pronun za-gig strength demigod plane limbo alignment cn cg portfolio humor eccentricity occult lore and unpredictability layer limbo domain castle zagyg superior boccob dm boccob allies celestian dm celestian murlynd dm murlynd keoghtom dm keoghtom heward dm heward kelanen dm kelanen foes iuz dm iuz merikka dm merikka wastri dm wastri rudd dm rudd dugmaren dm dugmaren wor_align any __toc__ zagyg was once zagig yragerne the most famous lord mayor of greyhawk part of his ascention to divinity required the capture of nine demigods and quasi-deities of opposing alignments in 505 cy merikka dm merikka wastri dm wastri vara dm vara kyuss dm kyuss iuz dm iuz rudd dm rudd dugmaren dm dugmaren johydee dm johydee and zuoken dm zuoken while five of these merikka dm merikka wastri dm wastri rudd dm rudd dugmaren dm dugmaren and iuz dm iuz were freed by a group of adventurers in 570 among them the famous warrior robilar lord robilar their temporary confinement and boccob ''s sponsership was sufficient to allow zagig zagig''s ascendance eccentric and likely insane when a mortal he chose the rune of insanity as his symbol zagyg zagyg''s avatar zagyg zagyg''s avatar zagyg zagyg''s avatar zagig is rarely portrayed since he can appear in any guise he wishes but the few portraits that exist show a balding white-haired portly fellow with a wide smile and eyes inscrutably closed he is usually shown wearing robs of dark blue and silver   fighter 8 mage 18   ac -2; mv 18; hp 121; thac0 10; #at 2; dmg by weapon type 6 str bonus ; s 18 00 d 22 c 19 i 23 w 17 ch 18; mr 100 ; sz m mage spells 5 5 5 5 5 3 3 2 1 saves ppdm 10 rsw 5 pp 7 bw 9 sp 6  special att def  being able to employ weapons and devices common to both fighters and magic-users zagyg is likely to appear with a   vorpal blade   in one hand and a   wand of wonder   in the other note harmful effects of items employed by this being tend to affect not him but his opponents instead thus if zagyg put on a   ring of weakness   all others within a 1 radius might be affected instead he has been known to strike with a padded club or cast a   haste   spell upon an opponent however somehow despite his seeming madness zagyg survives carries out his assignments and moves on he otherwise has the attributes and abilities of a demi-god he can be hit only by 2 or better weapons church clergy clerics wizards bards alignment any chaotic turn no command no as there are so few worshipers of zagyg and even fewer clerics of him no description of his church is available dogma dogma dogma  all deserve and need to be entertained and surprised by humor although preferably in a manner that leaves them wondering for some time; to provide this service is of the highest priority the quest for odd bits of information on magic is of utmost importance and above all one should live a life of unpredictability and abstain from repetitive habits   the various small clusters of his faith focus on one type of humor at a time then abandon it when they believe it perfected only to take it up again after a seemingly random interval day-to-day activities day-to-day activities day-to-day activities holy days & important ceremonies major centers of worship major centers of worship major centers of worship the famous castle greyhawk constructed by zagyg during his mortal days and located not far from the borders of the greyhawk free city is a site of pilgrimage for all of the few followers of zagyg affiliated orders affiliated orders affiliated orders vestments widely varied clerics of zagyg tend to wear whatever strikes their fancy at the time specialty priest specialty priest specialty priest zagyg has no specialty priests sources sources sources dragon magazine #70 from the ashes atlas of the flanaess living greyhawk gazetter '),
(1817, 'session 1', ' kreb and adelbert meet and are hired to retrieve an as-of-yet unnamed item stolen from sta fira recently they soon encounter monjubu and the trio heads off entering the thief thief''s lair key events key events key events on richfest 4th kreb overhears of bruiser ''s plans for a crime during his drunken ramblings on richfest 7th adelbert arrives in gypsum hollow to speak with james sechford a reknown blacksmith on his methods of innovation in that field earlier the first day monjubu arrives at gypsum hollow monjubu attempts to purchase some fruit with the colored paper he had been informed was used as currency monjubu runs off to chase down the passing group on horseback though he gets distracted as he does so sechford asks adelbert to aide in this issue in return for his speaking with the priest monjubu finds a chipmunk monjubu spies a torch and tinderbox outside the cave as well as a key seemingly lost in the grass to help prevent a getaway attempt the group leads the horses tied outside the cave away from it tying them to a nearby tree the group proceeds in while monjubu is impressed with the concept of lanterns '),
(1818, 'session 2', ' the group enters the caves and though they suffer a hilarious number of setbacks initially they are successful in retrieving both bruiser and the stolen items; the silver coin moulds for the bissel bisselite mint in sta fira key events key events key events while checking the area ahead kreb misses a tripwire barely dodging a polearm trap monjubu ''s scream of surprise sends a cloud of bat bats down from the ceiling swarming the party and causing them to react with shouts of surprise adelbert triggers a bear trap while the party wades through a pool of standing water leading to another series of shouts from the party while exploring the cavern kreb falls into a pit trap smashing into a gong at the end of a slick chute and messing up his hair kreb is brought to the brink of unconsciousness for the first time monjubu nearly kills the party and bruiser when trying to open a chest with an explosive potion hidden within though he is stopped before it can be broken open '),
(1819, 'murlynd', ' dmpage god_murlynd right a recently-ascended god murlynd represents the areas of technology and invention he is little known given the lack of prevalence of these fields in the flanaess though knowledge of him is growing in number travel to alternate dimensions as opposed to other planes or crystal spheres also fall under his purview though such events are quite rare in his mortal life he was a knight of heironeous and thus followers of that god are often willing to ally with followers of murlynd despite their disparate areas of interest he is also associated with a number of other recently-ascended mortals fellow party members of his in their mortal life heward kelanen and keoghtom he also has some manner of allegeance to zagyg though the manner of this connection is unknown  never be satisfied with the options open to you if you can''t find a solution to your problem make one if you aren''t happy with your world find a different one also accept the help of others but don''t rely on it acknowledge their skills if they surpass your own but work so you can achieve your goals without their aid remember if you put your mind to it you can accomplish anything   '),
(1820, 'cs360notes', ' int main int argc char argv if argc 2 return 0 ; fstream infile argv 1 ios in ; if infile return 0 ; char c; char text; int numlines 0; int maxlen 0; int curcharinline 0; while infile infile get c ; if c '' n'' numline ; if curcharinline maxlen maxlen curcharinline; curcharinline 0; else curcharinline ; ');
INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1821, 'the things you know', ' in veluna there is a tavern that has been closed for three years every third time celene comes to first quarter it attracts a clientel of phantoms from a future that no longer is iuz god iuz isn''t gone he he''s hiding from the sun sooner or later it is going to come looking for him if he is not found beory is a lie the true spirit of oerth was imprisoned by the human#oeridian oeridians some of her essence has managed to escape and manifests as a human woman typically a whore who reincarnates as a new person whenever slain there is a cult who searches for each incarnation so it can be sacrificed there there''s an island north of dyvers where an old man lives if given a chicken he will slit its stomach and read the future in its entrails the exact opposite of his prophecy shall come true one man has been prophecized to be the savior of all oerth oerth''s oceans he is no longer welcome in any port if you dip the components of a   magic missile   spell in sea salt the spell will ward off rogue elementals illusionists know the truth all magic is an illusion he who can disbelieve it will see that the rain of colorless fire never happened and the old empires still thrive beyond our senses there is an order of monks in the tilvanot peninsula who have been working to buy up or bankrupt as many cattle farmers as possible; no other livestock seems to interest them no one knows why centaurs aren''t actually a seperate race but the result of a knight cursed by hextor on the other side of the world the rest of the knight and his mount can be found ever see a shooting star ever wonder who they''re shooting at think about it the next time you see one fall in greyhawk city there there''s an old law that says you must never step on a toad on the pain of death the ghost of the man who passed that law still enforces it orc orcs goblin goblins kobold kobolds gnoll gnolls know why they all hate civilized races because we stole civilization from them and we have to make sure they don''t ever get it back ever hear of kuo toa fish men who live in the same caves the drow do know why they live there and not the sea there there''s more than one kind of low tide so to speak and the drow better hope they can grow gills damned fast when it comes to high tide there there''s no such thing as the opposite of a prophecy what really happens is that existance is becoming disjuncted from fate if it stays that way soon it will fade away at the top of the world you can find where the gods stopped creating oerth and always intended to return to it someday the iuz country lands of iuz were built over the ruins of an empire forgotten by time why was it forgotten because it stood as such an affront against the powers that be that they struck it from history but if you know how to read between the lines you can still see it funny how iuz god iuz suddenly vanished isn''t it there there''s a town that got annexed by a hidden land and faded from existence the exports from there have become rare collectors items; some claim that new shipments come every now and again but collectors destroy them to keep the market in their favor ever meet a master jeweler then you''ve met a master thief too they gather every seven years at a pub in furyondy to discuss business there there''s an island where all the light of the stars comes to rest after being shone and on that island there is a way to make sure that they will never shine again everyone knows that dryad dryads live in trees but they don''t tell you what else lives in them for a very good reason there there''s a reason why the sun is too bright to look at we aren''t meant to see what is in it the center of the multiverse is a small well in falwar it is owned by a man named raymond barnes; and has always been since the city city''s founding those exploring the well say it is disappointingly small and dry they say any rogue worth his salt can steal a hatpin from a duchess why because one time a rogue actually did it; and saved her from the were-slug curse on it on a certain bulletin board in niole dra a cartoon featuring the adventures of a woodsman have appeared for some decades despite the author author''s death and numerous negative attempts to check his grave and home for haunting they keep coming when you vibrate a string it makes a certain tone when you cut the string in half and vibrate it the tone is exactly one octave higher the same applies to string-theory; and that is where magic comes from do not trouble yourself by wondering where the other halves of the strings go for what what''s done is done and staring at halfling halflings is impolite one would not expect drow to be proficient meteorologists; but this is just not true rain effects them much more than it does us as trickle-down theory does not apply solely to economics as the old saying goes; a master miner can shatter the mountains but a hired violinist can put them back together it is not known why people say this but is assumed to be derogatory to practicioners of both arts some people say there is a place where only shadows may go and their owners are forced to follow thier every move they say it it''s possible for a shadow to have two owners there if it walks through crossed lights; just like you can have two shadows they called it the rain of colorless fire and everyone knows rain pools up in in low places that that''s why valley elves trust no one '),
(1822, 'session 30', ' the group gets underway and runs into its first obstacle as kreb and adrien are forced to kill a giant spider along their path key events key events key events kreb has his sword swallowed by the spider and is forced to slice it open and dig it out celes cat is offended by adelbert ''s lack of attention towards it and tries to fix this forcefully to no avail as they get back on the road kreb finds the upper limit of kreb kreb''s horse his horse ''s summoning as best he can tell it can only stay present for a total of 24 hours before it must rest '),
(1823, 'session 30', ' the horse thing i just forgot to mention before zero left but it would have hit the 24 hour limit between this and reaching their camp for the night -- user galerant dm 01 35 18 march 2006 pst '),
(1824, 'rixile', ' a magical beast which can be transformed into statue form and back with a command word it appears it can only be in horse form for a maximum of 24 hours without being allowed to rest for some as-yet indeterminite amount of time in statue form the horse doesn''t seem to like adelbert much category animals '),
(1825, 'session 29', ' pretty much nothing at all happened key events key events key events they got the inventory for the wagon i guess '),
(1826, 'celes sidequest 1', ' celes is offered a special request from the temple of rudd in sevenecho ; namely to retrieve unfairly-obtained gambling winnings from one john beltran thus she heads to maestar to track him down key events key events key events celes finds celes cat her cat abandoned on the road on the way to maestar while watching beltran celes meets and strikes up a friendship with sandra edwardson the bartender and owner of the green dragon inn the most popular spot in town for adventuring and mercenary sorts celes manages to retrieve the entirety of the remaining funds without so much as drawing a weapon in thanks for her achievements celes is given a special token from the temple; a   brooch of rudd   '),
(1827, 'bert sidequest 1', ' adelbert leaves for sta fira having picked up on a lead on a wagon for sale key events key events key events while buying new frames for his paintings so as to drive up the sale price adelbert is allowed to apply his own carpentry skills in aid of the merchant by planing some tables adelbert sells the set of paintings to an art gallery in sta fira haggling him to 215 gold for the entire set the merchant selling said wagon thomas demaine offers to cut adelbert a deal; 200 gold for the wagon and horses if he and his allies will use it to ship some assets to the distant veluna city '),
(1828, 'demaine', ' '),
(1829, 'kreb kreb''s horse', ' '),
(1830, 'session 33', ' chaos reigns in the marketplace of hadrian as the party is forced to deal with a grey ooze imbued with the powers of a   wand of wonder   due to the actions of the very mage kreb spoke with the previous night; one morrigan it appears key events key events key events thanks to adrien ''s skills with beasts the party has gained a new member; a rhinocerous brought to the town through mystical means celes is hit with a blast from the ooze and temporarily enlarged to nearly 8 feet tall monjubu learns of the wonders of modern sewer systems the party waits out a fairly nasty storm at the local inn '),
(1831, 'session 32', ' arriving at hadrian in the evening the party decides to wait out the encroaching storm within that town over the next day key events key events key events celes trying out the cure given to her by the lady becomes horribly sick; it seems the lady has a bit of a sense of irony when it comes to her lessons kreb chats up a mage visiting the town to collect components within its sewers for a celebration planned at nearby mitrik for his patron patron''s daughter daughter''s birthday adrien attempts to make the acquaintance of a fellow adventurer staying at the tavern only to be stymied at celes celes''s sudden illness '),
(1832, 'session 31', ' the party arrives at falsridge and departs the next morning meeting maxwell a traveler enroute who they agree to let join them until mitrik key events key events key events kreb buys a large supply of ink for an as-of-yet unrevealed purpose maxwell regales the party with a tale of murlynd and his allies from their mortal lives; the tale of their incursion into the lair of keraptis deep within white plume mountain '),
(1833, 'maxwell', ' a bard who in following the precepts of fharlanghn has decided to walk the flanaess having started from his homeland within the yeomanry and apparantly making his goal to eventually reach the far coast of the solnor ocean he is one of the few familiar with the teachings of heward said to be the patron of bards even if few today abide by his teachings after the party party''s arrival in mitrik he split from them taking the mage morrigan as a traveling companion upon their encounter with him category npcs '),
(1834, 'npcs', ' the various people the party have met in their travels '),
(1537, 'tavish i', ' infobox monarch name tavish i title his peerless majesty the king of keoland ; duke of gradsul ; lord of gran march ; plar of sterich ; protector of the south image reign 287 cy &ndash; 346 cy royal house house rhola rhola father mother issue tavish ii 325 cy &ndash; 400 cy date of birth 256 cy place of birth gradsul keoland date of death 346 cy place of death niole dra keoland  tavish vilchar rhola i  256 cy-346 cy was kingdom of keoland king of keoland from 287 cy until his death in 346 cy he was often known as  tavish the great  __toc__early life early life early life born into the vilchar family the noble family of the duchy of gradsul tavish tavish''s talents were quickly recognized as were his deigns on rulership of house rhola by the age of 15 he was dispatched as a minister to the lortmil mountains to serve as a minister to the dwur whom the house rhola rhola long had desired a closer relationship it was further hoped that this mission dispatching the young man far from the capital of the rhola would further squelch the obvious ambitions held by tavish unfortunately for the current ruling family of house rhola this plan backfired for it was in the lortmils that tavish first gained the friendship of scion of the dwur lord olinstaad corond and though he was expected to remain near the settlements tavish and corond along with several other companions often found the chance to depart on mercenary adventures typical of such would-be heroes it was during these travels that tavish began to gain a greater understanding of the lands and peoples surrounding keoland an understanding that would help to shape and drive his plans for the country country''s expansion four years after he was first dispatched tavish was called home upon the death of the duke of gradsul the patriarch of the vilchars surprising all in the family tavish made a bid for control and even more surprisingly he succeeded drawing on the support of the allies he had made over the years he was easily carried into the position of family patriarch; particularly those house rhola rhola living east of the sheldomar valley sheldomar in the foothills of the lortmils he was granted the title of duke of gradsul himself and from there the traditional role as lord admiral of keoland expansion expansion expansion using his position as lord admiral tavish proceeded to expand the duchy of gradsul along the coast of the azure sea gaining possession of land as far as the hool marsh establishing several port towns along the coast he began to make plans for naval operations and expansion to the south reports of increased activity by toli raiders some as far north as the hoolmouth spurred him on to gain control of the necessary forward bases to make war against the toli a constant thorn in the house rhola rhola ''s side these acts however gain the notice of the court of gillum i gillum as the current king of keoland king was violently opposed to any expansion of keoland ''s borders gillum i gillum ''s growing madness however works in tavish tavish''s favor as he slowly and subtly extended his influence throughout the court of the land he proceeded to gain the support of a majority of keoland ''s noble families to the oeridians he promised an end to the excesses of gillum i gillum ''s court as well as the reputation of impotence it had begun to gain; several nobles of the heartlands humiliated on travels outside the kingdom were disgusted upon the failure of their liege to act in their support he further promised an end to the house neheli neheli ''s embarassment purely from association to the mad king and to his own house he promised a return to the expansionist policies of the past while arranging for them to best gain from said expansions while he gained ground within the nation he continued to bolster his support from without he arranged for soldiers from his own duchy to move in replacing those withdrawn by gillum i gillum from outside the country and expanding his influence among keoland ''s neighboring allies when gillum i gillum finally succumbed to his madness tavish was in possession of near universal support from the council of niole dra council in 287 cy he was elected king of keoland and as promised he immediately began to set in motion his plans to expand the kingdom to as he refered to it its natural borders the imperial age begins the imperial age begins the imperial age begins tavish tavish''s first act was quite controversial amongst many of the kingdom kingdom''s nobles during his travels he became quite impressed by the use of skilled magi in the armies of the recently-formed kingdom of furyondy as his plans for expansion required a much stronger army he decided that such forces must be included in his own as well thus in a single move he abolished centuries-old prohibitions on the practice of arcane magic while simultaneously establishing the national academy of wizardry in order that those with high potential in the arts may learn to use their talents for the good of the country with this training begun he was ready for his first move in 288 cy two groups of colonists were dispatched one to the north and one to the east within a year the city of thornward was founded in the land to be called bissel while to the east after a mere three years stoneheim was founded within the land later known as the pomarj although these holdings were not technically possessions of keoland at this point tavish planned to convince the nobles of the council of niole dra council to annex the necessary land speaking to the great economic benefits controlling these two areas could bring granting keoland both control over trade between zeif and furyondy at the fals gap and control over the fabulously wealthy mines of the drachensgrabs with the aid of corond now high lord of the dwur tribes of the lortmils the demi-human lords of the lortmils are convinced to enter into a perpetual alliance with keoland a key component in projecting towards the pomarj and fals gap convincing both houses house rhola rhola and house neheli neheli to cede their holdings east of the sheldomar the states of ulek are created for use by the demi-human tribes in return large numbers of troops from the newly-founded principality of ulek lead the way into the drachensgrab hills though the few degenerate suel still in the area hold out in their strongholds for nearly three years by 298 cy they have fallen to the combined forces of magic-resistant dwur heavy infantry and the first graduates of the national academy of wizardry with the pomarj secured and the fals gap quiet tavish was free to turn his attention back to the south to the toli though they had recovered significantly since their defeat at the hands of malv iii malv the explorer the new ports in salinmoor were successful in keeping them from attacking gradsul however tavish desired to end the problem once and for all and thus sent a third colony south to establish a new city near the old naval base once established by malv iii malv the explorer they arrived in 301 cy and from here he planned to launch the final campaign against the toli these plans however were delayed by the appearance of the brazen horde ; an uncivilized nomadic clan who succeeded in conquering ket swarming past thornward and threatening both veluna and northern dorlin exploiting the situation tavish used the attack as an excuse to rally the nobles gaining their support in pushing the border north to the fals gap simultaneously he managed to remove the threat of a number of rivals from the knights of the march forming the knights of the watch in large part from their number and charging them with protecting thornward and the rest of the kingdom from the paynims or other threats while doing this he separated the lands of northern dorlin into their own state the gran march appointing a loyal military commander to its rule these two acts combined made the knights of the march obsolete and they gradually faded away while the newly-formed knights of the watch brought the bissel territory completely under keoish rule while the brazen horde horde was largely dealt with in 303 cy the toli struck against the newly-founded city of monmurg to the south beginning the conflict later known as the last toli war though at first they managed to stalemate the kingdom kingdom''s naval forces tavish personally led an army through the hool marsh and raised the fortress of westkeep giving him the control over the lower javan river javan necessary to supply monmurg by land this advantage caused the war to swiftly turn against the toli leading to their destruction by 306 cy the campaign against them was formally ended with the establishment of the duchy of monmurg incorporating all territories south of the javan river including the toli who recieved a new ruling family of course the next ten years of tavish tavish''s rule were focused on settling and expanding control over the new lands along with considerable diplomatic efforts made towards the lands beyond the county of hochoch this was finalized in 316 cy with the count of hochoch marrying the daughter of the major flan leader consolidating the power into a single family with this act tavish constituted the entire valley as the march of geoff with both the local flan and the various olve and dwur of the area joining the new province succession succession succession the remainder of tavish tavish''s rule was largely focused on overseeing the development of the new lands while making plans to explore and eventually conquer the vast amedio jungle the borders of the kingdom had been expanded to the boundaries of the mountains which spanned the sheldomar valley as he wished great sources of wealth ahd been added bringing keoland to new heights of prosperity and though no one yet knew it tavish tavish''s reign had yet to be even half over unfortunately though it was soon obvious that tavish tavish''s son was not up to the task of following in his footsteps though tavish had doubled the size of keoland in less than 30 years he could see that the next king would have to serve as an administrator not a conqueror to give the sanction of time and tradition to these new lands tavish ii rejected this however determined to meet or exceed his father father''s reputation in the battlefield this was readily apparant to the nobles of the council of niole dra court and many of them considered rejecting tavish ii and reverting to a house neheli neheli ruler upon tavish tavish''s death as a compromise tavish finally found a potentially suitable replacement; his chief general maccabbah sellark a member of tavish tavish''s family through a marriage he himself had arranged with his sister tavish tavish''s cousin-in-law showed great promise to succeed even his own skill someday unfortunately maccabbah was reluctant to hold such a role the sellark sellarks had served as generals to the vilchar vilchars since the migrations and he did not wish to be placed in the role of administrator these misgivings were easily exploited and upon tavish tavish''s death in 346 cy a death many have suspected was caused by tavish ii himself this reluctancy coupled with the bribery blackmail and pure intimidation from tavish ii against the nobles of the council of niole dra council led both to gain their wish maccabbah remained naught but a soldier for the rest of his life and the kingdom gained the blackguard category dukes of gradsul category keoish monarchs '),
(1538, 'infobox monarch', ' class infobox style float right;margin 0 0 1em 1em;font-size 90 ;clear right; cellspacing 5 style text-align center; font-size larger;   name   title - colspan 2 style padding-bottom 1em;text-align center; image - style vertical-align top; text-align right;  reign  style vertical-align top; text-align left; reign - style vertical-align top; text-align right;  issue  style vertical-align top; text-align left; issue - style vertical-align top; text-align right;  royal house  style vertical-align top; text-align left; royal house - style vertical-align top; text-align right;  father  style vertical-align top; text-align left; father - style vertical-align top; text-align right;  mother  style vertical-align top; text-align left; mother - style vertical-align top; text-align right;  born  style vertical-align top; text-align left; date of birth place of birth - style vertical-align top; text-align right;  died  style vertical-align top; text-align left; date of death place of death '),
(1539, 'infobox monarch', ' empty template infobox monarch name title image reign royal house father mother issue date of birth place of birth date of death place of death '),
(1540, 'duke of gradsul', ' the  duke of gradsul  is the noble ruler of the duchy of gradsul this position has always been held by a member of house rhola originally one of the vilchar family though since their exile the sellark family has most commonly held this honor traditionally the duke of gradsul has also held the position of lord admiral of keoland though occasionally this honor is passed to another officially the duke of gradsul also holds the position of lord mayor of the city of gradsul city gradsul though this office is nearly always passed to a favored cousin to allow the duke to worry merely with the duties of managing the duchy itself without troubling them with the day-to-day issues of the city as well many dukes of gradsul have been elected to the throne; most notably the tavish dynasty it is also an important political position within the nation; the current duke luschan viii duke luschan sellark viii is considered by many as second in influence only to the king keoland throne of the lion and council of niole dra court of the land and many think he will be a prime candidate to succeed skotti i king skotti i should he fail to produce a suitable heir see also see also see also category dukes of gradsul dukes of gradsul '),
(1541, 'figurine of wondrous power', ' there are several kinds of figurines of wondrous power each appears to be a tiny statuette of an animal an inch or so high when the figurine is tossed down and a command word spoken it becomes a living animal of normal size except when noted below the animal obeys and serves its owner if a figurine of wondrous power is broken or destroyed in its statuette form it is forever ruined all magic is lost and it has no power if slain in animal form the figurine simply reverts to a statuette and can be used again at a later time when a figurine is first found roll percentile dice and consult the table below to determine the type of animal the figurine becomes class wikitable - d100 figurine type - 01-15 ebony fly - 16-30 golden lions pair - 31-40 ivory goats trio - 41-55 marble elephant - 56-65 obsidian steed - 66-85 onyx dog - 86-00 serpentine owl __toc__ebony fly ebony fly ebony fly at a word this small carved fly comes to life and grows to the size of a pony the ebony fly is armor class 4 has 4 4 hit dice and maneuverability class c it flies at a movement rate of 48 without a rider 36 carrying up to 210 pounds weight and 24 carrying from 211 to 350 pounds weight the item can be used a maximum of three times per week 12 hours per day when 12 hours have passed or when the command word is spoken the ebony fly once again becomes a tiny statuette golden lions golden lions golden lions these come in pairs they become normal adult male lions armor class 5 6 5 2 hit dice and normal attack modes if slain in combat the lions cannot be brought back from statuettes form for one full week; otherwise they can be used once every day they enlarge and shrink upon speaking the command word ivory goats ivory goats ivory goats these come in threes each goat of this trio looks slightly different from the others and each has a different function these are the goat of traveling - this statuette provides a speedy and enduring mount of armor class 6 with 24 hit points and 2 attacks horns for 1d8 each consider as 4 hit dice monster its movement rate is 48 bearing 280 pounds or less its movement is reduced by 1 for every additional 14 pounds of weight carried the goat can travel a maximum of one day each week--continuously or in any combination of periods totalling 24 hours at this point or when the command word is uttered it returns to its small form for not less than one day before it can again be used the goat of travail - when commanded this statuette becomes an enormous creature larger than a bull with sharp hooves 2d4 2 2d4 2 a vicious bite 2d4 and a pair of wicked horns of exceptional size 2d6 2d6 if it is charging to attack it may only use its horns but 6 damage is added to each hit on that round i e 8-18 hit points per damage per horn it is armor class 0 has 96 hit points and attacks as a 16 hit dice monster it can be called to life just once per month up to 12 hours at a time its movement rate is 24 the goat of terror - when called upon with the proper command word this statuette becomes a destrier-like mount movement rate 36 armor class 2 48 hit points and no attacks however its rider can employ the goat goat''s horns as weapons one horn as a spear 3 lance the other as a sword 6 when ridden versus an opponent the goat of terror radiates terror in a 30-foot radius and any opponent in this radius must roll a successful saving throw vs spell or lose 50 of strength and suffer at least a -3 penalty to attack rolls all due to weakness caused by terror when all opponents are slain or upon the proper command the goat returns to its statuette form it can be used once every two weeks after three uses each of the goats loses its magical ability forever marble elephant marble elephant marble elephant this is the largest of the figurines the statuette being about the size of a human hand upon utterance of the command word a marble elephant grows to the size and specifications of a true elephant the animal created from the statuette is fully obedient to the figurine figurine''s owner serving as a beast of burden mount or combatant the type of marble elephant obtained is determined by rolling percentile dice and consulting the table below class wikitable - d100 elephant type - 01-09 normal elephant - 91-00 prehistoric elephant the statuette can be used a maximum of 24 hours at a time four times per month obsidian steed obsidian steed obsidian steed an obsidian steed appears to be a small nearly shapeless lump of black stone only careful inspection will reveal that it vaguely resembles some form of quadruped and of course if magic is detected for the figurine will radiate magic upon speaking the command word the near formless piece of obsidian becomes a fantastic mount treat it as a heavy war horse with the following additional powers fly at normal movement speed go ethereal go astral it will allow itself to be ridden but if the rider is of good alignment it is 10 likely per use to carry its master to the floor of the first layer of the gray waste and then return to its statuette form the statuette can be used for a 24-hour period maximum once per week note that when the obsidian steed becomes astral or ethereal its rider and gear follow suit thus travel to other planes can be accomplished by means of this item onyx dog onyx dog onyx dog when commanded this statuette changes into a creature with the same properties as a war dog except that it is endowed with intelligence of 8-10 can communicate in the common tongue and has exceptional olfactory and visual abilities the olfactory power enables the onyx dog to scent the trail of a known creature 100 of the time if the trail is one hour old or less -10 per hour thereafter the dog is subject to being thrown off by false trails breaks water and masking or blocking substances or scents the visual power enables the onyx dog to use 90-foot-range infravision spotting hidden such as in shadows things 80 of the time normally invisible things 65 of the time and noting astral ethereal and out-of-phase things 50 of the time its combat statistics are the same as a normal war dog though with the above powers an onyx dog can be used for up to six continuous hours once per week it obeys only its owner serpentine owl serpentine owl serpentine owl a serpentine owl becomes a normal-sized horned owl ac 7; move 24; 2d2 hit points; 1d2 1d2 points of damage when attacking if its possessor so commands or it can become a giant owl if its owner so requires the maximum duration of the transformation is eight hours in either case however after three transformations into giant owl form the statuette loses all of its magical properties the normal-sized form of the magical statuette moves with 95 silence has infravision to 90 feet can see in normal above-ground darkness as if it were full light and twice as well as a human its hearing is so keen it can detect a mouse moving up to 60 feet away anyone or anything trying to move silently has his or its chances reduced 50 against the serpentine owl in smaller form furthermore the owl can and will communicate with its owner by telepathic means informing him of all it sees and hears within the limitations of its intelligence if commanded to giant-size a serpentine owl is in all respects the same as a giant owl its combat statistics are the same as a giant owl as with most other figurines of wondrous power this one readily obeys all commands of its owner category the weird stuff '),
(1542, 'ebony fly', ' #redirect figurine_of_wondrous_power#ebony_fly '),
(1543, 'golden lions', ' #redirect figurine_of_wondrous_power#golden_lions '),
(1544, 'ivory goats', ' #redirect figurine_of_wondrous_power#ivory_goats '),
(1545, 'marble elephant', ' #redirect figurine_of_wondrous_power#marble_elephant '),
(1546, 'obsidian steed', ' #redirect figurine_of_wondrous_power#obsidian_steed '),
(1547, 'onyx dog', ' #redirect figurine_of_wondrous_power#onyx_dog '),
(1548, 'serpentine owl', ' #redirect figurine_of_wondrous_power#serpentine_owl '),
(1549, 'miscellaneous info', 'general info general info general info calendar system dating systems social information list of royal and noble precedence royal and noble precedence and honorifics list of social ranking ranking of social class the things you know knowobjects and items objects and items objects and items beeves elf hair the lady lady''s berries thunderbolts '),
(1550, 'beeves', ' an export from the vale of erl the value of beeves can only increase when magic is prevalant nonetheless it is an acquired taste '),
(1551, 'calendar', ' dmpage unlike our own world oerth ''s calendar is quite well-regulated with no variation from day to day every day has exactly 24 hours and every year has exactly 364 days each year has 12 months of 28 days divided into 4 weeks of 7 days each and 4 week-long festivals every three months this calendar system is intimately connected to the changes of luna and celene as seen from oerth ; luna waxes and wanes in patterns of 28 days each while celene follows a slower change over time taking a cycle of 91 days this means that while every festival shows celene ''s full majesty luna makes a slow shift due to the fests causing it to become full earlier each month until it wraps around completely by the next year - style vertical-align top; class wikitable - colspan 2 days of the week - day task - starday work - sunday work - moonday work - godsday worship - waterday work - earthday work - freeday rest class wikitable - colspan 2 months of the year - month festival season - colspan 2 style text-align center; needfest midwinter - fireseek winter - readying spring - coldeven spring - colspan 2 style text-align center; growfest - planting low summer - flocktime low summer - wealsun low summer - colspan 2 style text-align center; richfest midsummer - reaping high summer - goodmonth high summer - harvester high summer - colspan 2 style text-align center; brewfest - patchwall autumn - ready''reat autumn - sunsebb winter '),
(1552, 'reaping', '  reaping 4th  luna waning half-moon  reaping 10th  the red horse race holy day of serenity veluna  reaping 11th  luna new moon  reaping 18th  luna waxing half-moon  reaping 19th  celene waning half-moon  reaping 25th  luna full moon '),
(1553, 'goodmonth', '  goodmonth 4th  luna waning half-moon  goodmonth 11th  luna new moon celene new moon dark night  goodmonth 18th  luna waxing half-moon celene waning half-moon  goodmonth 23rd  riding the marches  goodmonth 25th  luna full moon '),
(1554, 'harvester', '  harvester 4th  luna waning half-moon celene waxing half-moon  harvester 11th  luna new moon  harvester 13th  rollo rollo''s day bissel  harvester 18th  luna waxing half-moon  harvester 25th  luna full moon '),
(1555, 'brewfest', ' brewfest celebrations  brewfest 4th  luna waxing half-moon celene full moon raxivort raxivort''s orgy '),
(1556, 'richfest', ' richfest celebrations  richfest 4th  luna full moon celene full moon giving day enlighteningtide brilliance celebration midsummer night foundation day narwell '),
(1557, 'growfest', '  growfest 4th  luna waning half-moon celene full moon st cuthbert cuthbert''s day feast of edoira the spring feast raxivort raxivort''s orgy '),
(1558, 'needfest', ' needfest celebrations  needfest 4th  luna new moon celene full moon midwinter night  needfest 7th  feast of fools '),
(1559, 'dating systems', ' class wikitable - sd oc bh ft ol or cy - suloise 1 -1053 -2856 -3365 -4710 -4709 -4871 -5515 - olven 1054 1 -1803 -2312 -3657 -3656 -3818 -4462 - bakluni 2857 1804 1 -509 -1854 -1853 -2015 -2659 - flannae 3366 2313 510 1 -1345 -1344 -1506 -2150 - olman 4710 4711 3657 3658 1854 1855 1345 1346 1 -163 -162 -806 -805 - oerid 4872 3819 2016 1507 162 163 1 -644 - common 5516 4463 2660 2151 806 807 645 1 - present 6085 5032 3229 2720 1375 1376 1214 570 sd suloise dating; oc olven calendar; bh baklunish hegira; ft flan tracking; ol olman lunar calendar; or oeridian record; cy common year '),
(1560, 'infobox language', ' class infoboxleft bordered cellpadding 4 style width 40em; font-size 95 ; style margin-left inherit; font-size medium;   name   - spoken in countries - total speakers speakers - language family family - complexity complex - writing system writing - related languages related '),
(1561, 'thunderbolts', ' if you collect enough you can get something good '),
(1571, 'oeridian alphabet', ' the written language from which the classic alphabet derives border 0 cellspacing 0 cellpadding 4 style margin-bottom 1em; font-size large; text-align center; border 0 none transparent; style font-weight normal; font-size small; margin-top 1em; capital letters - style border-top 1px solid #999; width 9 1 a width 9 1 b width 9 1 d width 9 1 u8c3b0 width 9 1 e width 9 1 f width 9 1 i width 9 1 l width 9 1 k width 9 1 m width 9 1 n - o u8c3b8 p r s u8ceb8 u8c3be t u8cebb u w border 0 cellspacing 0 cellpadding 4 style margin-bottom 1em; font-size large; text-align center; border 0 none transparent style font-weight normal; font-size small; margin-top 1em; lowercase letters - style border-top 1px solid #999; width 9 1 a width 9 1 b width 9 1 d width 9 1 u8c3b0 width 9 1 e width 9 1 f width 9 1 i width 9 1 l width 9 1 k width 9 1 m width 9 1 n - o u8c3b8 p r s u8ceb8 u8c3be t u8cebb u w '),
(1572, 'oeridian', '  oeridian  may refer to one of the following oeridian alphabet oeridian the alphabet human#oeridians oeridian the subrace of humans oeridic oeridic the language family disambig '),
(1573, 'baklava', ' infobox language name baklava countries official language of ekbir zeif tusmit ket some paynim tribes speakers about 3 500 000 family baklunic complex undemanding writing jezant related ancient baklunish closely southern baklunish '),
(1574, 'southern baklunish', ' infobox language name southern baklunish countries ull some paynim tribes speakers about 2 000 000 family oerid-baklunic complex undemanding writing jezant related baklava ancient baklunish yachokh old high oeridian '),
(1575, 'fruz', ' infobox language name fruz countries official language of schnai cruzki fruztii ; spoken in ratik stonehold speakers about 2 000 000 family suelitic complex complex writing suloise pictograms related ancient suloise closely ancient flan '),
(1576, 'yachokh', ' infobox language name yachokh countries wolf nomads wolf and tiger nomads speakers about 1 000 000 family oerid-baklunic complex undemanding writing jezant related ancient baklunish southern baklunish old high oeridian spaenhah '),
(1577, 'tenhah', ' infobox language name tenhah countries tenh stonehold speakers about 500 000 family flanic complex abtruse writing flanic hieroglyphs related ancient flan closely shwanah '),
(1578, 'spaenhah', ' infobox language name spaenhah countries perrenland speakers about 200 000 family flanic complex abtruse writing originally flanic hieroglyphs now jezant related ancient flan yachokh shwanah '),
(1579, 'shwanah', ' infobox language name shwanah countries rovers of the barrens stonehold speakers about 200 000 family flanic complex undemanding writing originally none now suloise pictograms in stonehold only related ancient flan tenhah spaenhah '),
(1580, 'alad', ' infobox language name alad countries geoff sterich the yeomanry speakers about 100 000 family flanic complex complex writing originally flanic heiroglyphs now keoish variant of suloise pictograms related ancient flan '),
(1581, 'bezirsh', ' infobox language name bezirsh countries perrenland speakers about 50 000 family oeridic with heavy flanic and baklunic influence complex complex writing oeridian related spaenhah yachokh velondi '),
(1584, 'fireseek', '  fireseek 1st  frost days  fireseek 4th  luna waxing half-moon  fireseek 11th  luna full moon  fireseek 18th  luna waning half-moon  fireseek 19th  celene waning half-moon  fireseek 25th  luna new moon '),
(1582, 'gems', ' dmpage gems are commonly divided into one of four categories for purposes of import and export classification those of the lowest value are classified as i while those of the highest are classified as iv for example diamonds and emeralds are considered class iv while malachite or obsidian would be classified class i '),
(1583, 'gems dm', 'ornamental stones i ornamental stones i ornamental stones i  amber  transparent golden  azurite  opaque mottled deep blue  banded agate  brown blue red and white stripes  blue quartz  transparent pale blue  eye agate  gray white brown blue and green circles  hematite  gray-black  lapis lazuli  light or dark blue with yellow flecks  malachite  striated light and dark green  moss agate  pink yellow-white with gray-green moss-like markings  obsidian  jet black  rhodochrosite  light pink  tiger eye agate  rich golden brown with dark striping  turquoise  aqua with darker mottlingsemi-precious stones ii semi-precious stones ii semi-precious stones ii  bloodstone  dark gray with red flecks  carnelian  orange to red-brown  chalcedony  white  chrysoprase  translucent apple to emerald green  citrine  pale yellow brown  jasper  blue black to brown  moonstone  white with pale blue hue  onyx  black white or bands of both  rock crystal  clear transparent  sardonyx  bands of red and white  smoky quartz  light gray yellow brown or blue  star rose quartz  smoky rose with white star center  zircon  clear pale aquafancy to precious iii fancy to precious iii fancy to precious iii  alexandrite  dark green 100 gp  amethyst  purple crystal 100 gp  aquamarine  pale blue green 500 gp  chrysoberyl  green or yellow green 100 gp  coral  pink to crimson 100 gp  garnet  deep red to violet crystal 100-500 gp  jade  light to dark green or white 100 gp  jet  deep black 100 gp  pearl  pure white rose to black 100-500 gp  peridot  olive green 500 gp  spinel  red red-brown green or deep blue 100-500 gp  topaz  golden yellow 500 gp  tourmaline  pale green blue brown or red 100 gp gems and jewels iv gems and jewels iv gems and jewels iv  black opal  dark green with black mottling and golden flecks 1 000 gp  black sapphire  rich black with highlights 5 000 gp  diamond  clear blue-white rich blue yellow or pink 5 000 gp  emerald  brilliant green 5 000 gp  fire opal  fiery red 1 000 gp  jacinth  fiery orange 5 000 gp  opal  pale blue with green and gold mottling 1 000 gp  oriental amethyst  deep purple 1 000 gp  oriental emerald  bright green 5 000 gp  oriental topaz  fiery yellow 1 000 gp  ruby  clear to deep crimson red 5 000 gp  sapphire  clear to medium blue 1 000 gp  star ruby  translucent ruby with white star highlights 5 000 gp  star sapphire  translucent blue with white star highlights 5 000 gp '),
(1585, 'readying', '  readying 4th  luna waxing half-moon  readying 11th  luna full moon celene new moon great moon moon''s glory  readying 18th  luna waning half-moon  readying 25th  luna new moon '),
(1586, 'coldeven', '  coldeven 4th  luna waxing half-moon celene waxing half-moon  coldeven 10th  declaration day the yeomanry  coldeven 11th  luna full moon blood moon festival  coldeven 18th  luna waning half-moon  coldeven 19th  council day county of urnst county and duchy of urnst  coldeven 25th  luna new moon '),
(1587, 'planting', '  planting 4th  luna full moon  planting 8th  riding the marches  planting 10th  rudd rudd''s birthday  planting 11th  luna waning half-moon  planting 18th  luna new moon  planting 19th  celene waning half-moon  planting 25th  luna waxing half-moon '),
(1588, 'flocktime', '  flocktime 4th  luna full moon  flocktime 5th  thrommel thrommel''s day dyvers  flocktime 11th  luna waning half-moon celene new moon  flocktime 15th  freedom day shield lands  flocktime 18th  luna new moon crowning day furyondy  flocktime 25th  luna waxing half-moon '),
(1589, 'wealsun', '  wealsun 4th  luna full moon celene waxing half-moon  wealsun 7th  admiral admiral''s day  wealsun 11th  luna waning half-moon  wealsun 18th  luna new moon  wealsun 25th  luna waxing half-moon '),
(1590, 'patchwall', '  patchwall 1st  laughing day  patchwall 4th  luna new moon  patchwall 11th  luna waxing half-moon  patchwall 18th  luna full moon  patchwall 19th  celene waning half-moon  patchwall 25th  luna waning half-moon feast of all souls '),
(1591, 'ready''reat', '  ready''reat 4th  luna new moon  ready''reat 8th  ivid ivid''s birth great kingdom  ready''reat 11th  luna waxing half-moon celene new moon  ready''reat 18th  luna full moon  ready''reat 25th  luna waning half-moon '),
(1592, 'sunsebb', '  sunsebb 4th  luna new moon celene waxing half-moon  sunsebb 11th  luna waxing half-moon  sunsebb 18th  luna full moon  sunsebb 25th  luna waning half-moon '),
(1593, 'riding the marches', ' keoland is a comparatively peaceful and safe realm in the greater parts of the country in no small measure this is so because keoland is protected by a series of buffer states that stand between the lion throne and the dangers found in outlying wilderness areas particularly the mountains of the west geoff sterich the yeomanry the gran march and bissel take the brunt of monstrous incursions while much of keoland lazily goes about its business undisturbed life in these marches of keoland is harder and much more chancy agriculture is particularly tricky a good crop and successful harvest in geoff sterich the yeomanry the gran march and bissel is just as important as anywhere else but often much more difficult to come by as monstrous incursions are much more likely in areas bordering the howling wilderness or the forest primeval such incursions may cause famine in addition to any immediate harm if they interrupt the agricultural cycle at just the wrong time particularly if the weather has been bad and the harvest would be poor in any event to put down too easy gatherings of humanoids or other monstrous scourges on the 8th of planting and the 23rd of goodmonth local militias conduct the riding of the marches armed horsemen ride out and patrol the extent of tilled acreage and the verge of forests in a show of force designed to disrupt humanoid gatherings or unsettle monstrous populations every effort is made to be obvious with much blowing on horns and beating of drums with brightly colored banners flying the intention is to startle but all participants are prepared for action should anything untold be encountered as the riding proceeds the riders are greeted by villagers in every village town hamlet and thorp where the riding stops for the night the riders are feted by the local lords whose lands are being safeguarded the riding of the marches is thus as much a celebration as military maneuver source source source original text by gvdammerung from canonfire category holidays '),
(1594, 'admiral admiral''s day', ' admiralu8e28099s day is a celebration of all things nautical it was originally celebrated exclusively in the islands of the sea barons reflecting that landu8e28099s proud naval history it was later adopted in rel astra a city with its own substantial interest in the sea admiralu8e28099s day celebrations have since been adopted as far afield as willip on the nyr dyv and gradsul chief port of the kingdom of keoland wherever it is celebrated admiralu8e28099s day takes on a distinctly local character generally celebrating the naval accomplishments of the area there is no specific admiral after whom the holiday is named the name was general among the sea baron barons and a reference to their traditional role as admirals of the navy of the great kingdom in other places the name is generic admiralu8e28099s day activities begin with a review of the fleet where the ships of the royal ducal or what-have-you navy sail past a reviewing area under full sail and with the majority of the crew standing to arms at the railing boat ship or yacht races are thereafter the feature of the day in gradsul river races are also held on the sheldomar river sheldomar among single two man four man and crewed racing shells with much betting on the proceedings horse races may also feature in the dayu8e28099s events the rel astran derby is perhaps the most renowned admiralu8e28099s day ends with the admiralu8e28099s ball a formal function exclusively the province of the nobility with high ranking military officers of the navy as honored guests merchants or guildsmen with substantial maritime ventures will often sponsor an admiralu8e28099s day ball of their own where ship captains and lesser officers are feted at the lowest rung of society there is a general debauch when the fleet having been at sea newly makes port on admiralu8e28099s day the carousing may reach epic proportions akin to admiralu8e28099s day are the so-called fleet weeks that occur when a fleet will make port and grant the sailors liberty the furyondian navy is notorious for the fleet weeks in dyvers leukish and radigast city when a fleet or squadron having been on anti-pirate patrol on the nyr dyv makes port in an allied nation or city-state after an extended time at sea the sailors at liberty waste no time in reacquainting themselves with the comforts they went without while at sea drunken revelry keeps the local constabulary very busy source source source original text by gvdammerung from canonfire category holidays '),
(1595, 'holidays', ' a list of celebrations and holidays in the flanaess ');
INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1596, 'feast of all souls', ' the feast of all souls is a feast in honor and remembrance of the dead it is also a time to propitiate the gods of death both to ward off their wrath and to help assure the good treatment of the departed depending on the specific area of the flanaess in which it is celebrated wee jas nerull or incabulos may be particularly propitiated it is too commonly believed that the gods of death are to be treated as bogeymen inimical divine monsters more than true gods or deities the gods of death are less worshiped than other more beneficent deities but they are worshiped and not just by their cultists or followers at the feast of all souls all offer worship to wee jas nerull incabulos joramy syrul pyremius etc they are not worshiped out of love or devotion but out of fear and hope that they will stay their hand sometimes referred to as the day of the dead the feast of all souls is a time to pray to the dark gods but also a time to recall those who have passed on visits to graves are a common activity usually before a service to the gods of death care is taken not to visit interments too late for it is said that the unremembered or dishonored dead may rise and walk on the feast of all souls ensuring that no departed family member would have cause to rise as one of the undead is as important as remembering and honoring oneu8e28099s ancestors the feasts that conclude the day are dignified perhaps somber they are not riotous affairs and there is no carousing or carrying on the confluence of multiple faiths paying respect to the dead on the 25th of patchwall is no coincidence in this month the seasons begin to turn summer has given way to autumn and autumn prepares to give way to winter it is the time of natureu8e28099s dying after the life of the year is all but passed as one the darker deities grow more powerful at this time of the year the 25th of patchwall is a convenient date but is only customary the feast of all souls may be celebrated a few days before or after the 25th depending upon the area at such times strangers are immediately suspect and perhaps thought ill omens if not the dead raised in the guise of the living clerics will always be made welcome however once they make themselves known source source source original text by gvdammerung from canonfire category holidays '),
(1597, 'feast of the gods', ' the flanaess is practically overrun with deities theocracies are however the exception not the rule theocracies that favor but a single deity are limited to the single instance of the theocracy of the pale pale no ostensibly secular nation-states venerate but a single deity what then is the landlord or city father to do when his or her tenants or citizens wish to celebrate a feast day for this deity or that it being somewhat impractical to make provision for a wide variety of feast days a common practice has been to inaugurate a single feast day upon which any and all gods may be venerated or celebrated occurring once a year the feast of the gods as it is generally known is celebrated in much of the flanaess although at different times in different places usually to accommodate the agricultural calendar clerics have been ready enough to support celebration of the feast of the gods because in any given area a few faiths will predominate and they will be able to sculpt the festivities to suit their particular faith as much as not at the same time the feast of the gods does not preclude individual feast days for specific deities if the church or temple is willing to foot the expense and the landlords or city elders are amenable in this way the feast of the gods may help poorer churches or temples because they do not have to foot the bill the landlord or city elders seeking to eliminate a profusion of feast days essentially pays for the privilege by substantially underwriting the feast of the gods it is not unusual to see celebrated the feast of the gods paid for from out of the general fisk as well one or two regional or local feast days for particular gods whose feast days are paid for by local churches or temples activities on the day of the feast of the gods are principally two there is always a special or high service officiated by the clergy of the area in areas where a number of faiths have adherents and where those faiths get on well a single ecumenical service will be held where faiths may be at odds separate services are held in differing locations the number of services is not so much the issue as that they are held upon the same day to avoid disrupting agricultural and mercantile activities after the service the feast itself is held and is likely the grandest affair many peasants will see or attend in a year particularly in rural areas to maintain the goodwill of the common people most landlords or city elders even if not otherwise inclined to be beneficent will make some effort to be accommodating on the feast of the gods absent dedicated cult loyalty of course source source source original text by gvdammerung from canonfire category holidays '),
(1598, 'the red horse race', ' the red horse race is the most famous foot race in the flanaess the race is run in relay teams of ten and runs from ratikhill to marner in even years and from marner to ratikhill in odd years the race began as a practical training exercise for foot messengers ratik has been in its history subject to humanoid raids from the bone march as well as barbarian raids from the north in several cases disaster was only averted when runners brought news of an invasion from ratikhill to marner or from marner to ratikhill horses being scarce in the early history of the area and still not as common as elsewhere in the flanaess today the race celebrates the past continues to train runners and is an excuse for celebration the red horse race so named for the flan term for a human messenger - a red horse - approximates a celebration of national identity in ratik celebrations begin in the host city that starts the race just after dawn the runners are introduced speeches are given the race is started as spectators line the racecourse up to several miles outside of the city celebration then continues throughout the remainder of the day in the host city where the race ends celebration does not start until the race has a winner again crowds line the racecourse for several miles before the finish line in the city proper once there is a winner awards are given to the first through fifth place finishers speeches are made and a general celebration ensues in the specific case of marner when it is the site of the finish of the red horse race during the day there are sailing competitions in the waters of grendip bay the winners in various boat classes are awarded their victory after the winners of the red horse race entrants into the red horse race are traditionally ratikan however others will occasionally enter highland flan tribes from the southern rakers are frequent entrants as are northmen drawn by the physical challenge when such occurs betting on the winners is fevered any entrants from outside these immediate areas will further intensify the betting winners in all cases are feted as virtual heroes although many are in no condition to fully appreciate the honor or opportunity after having expended themselves running source source source original text by gvdammerung from canonfire category holidays '),
(1599, 'sorcerers night', ' there is night each year when no moon graces the twilight sky of oerth that night is the 11th of goodmonth when both luna and celene are new it is the darkest night of the year when no celestial light glimmers between oerth and the black gulfs of space this is sorcerers night and on this night dark magics are empowered deific magics are at low ebb it is the night when man stands alone before the beyond he may command the vast atramentous powers of the night or he may be consumed by them those that seek power perform great summonings or conjurations at this time and many are the fell creatures that walk abroad in answer to the wizardu8e28099s or the warlocku8e28099s call those who would not fall victim to such sorceries keep close to their homes and within doors the blood of the foolhardy who venture forth beneath the wheeling stars of sorcerers night stains strange altars time and space have less meaning when no celestial timekeepers stand watch in the heavens the laws of man and gods may be unbound and the darkly gifted may more easily work their will more than their wizardly brethren or witchy sisters sorcerers and psions whose powers are inborn and innate wax mighty but all who command the unseen forces of the universe grow stronger clerics tremble and their faithful more so no god or goddess may ward the faithful if they are unwary in cities the lamps in the temples burn their oils long into the night as many spend the darkened time in fervent prayer that threat may pass them by in remote areas with fewer temples where a neighbor may be a mile or more distant a fear is palpable as early as noon upon the 11th of goodmonth and such rural dwellers repair to their homes or to a village inn or tavern where they may fortify their courage from a wineskin and have the comfort of their fellows through the hours of darkness after a night where every sound may herald the approach of nightmare odd tracks and signs that chill the marrow often greet the weary as they return to their homes or first venture forth with the dawn beggars and livestock alike frequently go missing but little or no effort is made to follow the spore of their assailants or abductors if any there is to be found many are the tales of cloaked or shrouded figures abroad in the evening hours and it pays to not be too attentive of details to not ask too many questions nor to seek too closely after answers or explanations no stranger is much welcomed on sorcerers night though few public houses or temples will turn away those seeking shelter from the unknown sorcerers night is a time of fear and superstition anyone not a friend may be a fiend in disguise and the smallest kindness may be repaid with bloody handed murder or worse attempts to banish the terror of sorcerers night to remove the chill that settles over the land in the midst of the warm summer months have not been successful parties balls and festivities have all been tried offering gaiety as an antidote for dread the darkness more than any devil is not mocked red death has stalked the gilded halls of the powerful who thought to make merry and laugh at the supposed ignorance and superstition of the common folk and their stories striking down dukes counts and barons without discrimination while nobles still gather together on sorcerers night in places it is behind locked and carefully warded doors the laughter is nervous the smiles forced and the eyes of these revelers hold a hollow fear betrayed by frequent sidelong glances and quick starts strong drink and drunken oblivion are often sought out and offer a means to pass the night away when nerves fray to the point of breaking the special terror sorcerers night holds is not of the usual sort although those terrors are abroad in numbers as well that special terror of the night lit by no moons is born of the uncanny and the unknown of things beyond the keen of men even most wizards from dark corners of fevered imagining and the inky depths of madness things emerge on sorcerers night that appear at practically no other time of the year the abyss and the nine hells hold no horrors such as these the worst terrors of sorcerers night are otherwise; they are from the outside or the other side of reality abominations and aberrations of unclean and foul super nature nature turned upon itself and driven insane in lonely places - blasted heaths dismal fens forlorn forests and weathered heights - avoided even in the daylight for a sense of wrongness ancient lights flicker old stones glow luminescent and the manifold doors of the multiverse swing wide to admit the unnamable there is no hope for those caught out near such cursed spots sorcerers night is once a year visiting upon the golden time of summer a chill darkness of space and infinite distance it is enough and too short is counted the span until the 11th of goodmonth next belies that hopeful name source source source original text by gvdammerung from canonfire category holidays '),
(1600, 'adelbert', ' name draftsman adelbert pisano son of alfred race human class cleric murlynd alignment lg city of origin dyvers level 3 str 12 hit norm dmg norm wt alw 45 max press 140 open door 7 bblg 4 dex 14 all normal con 13 ss 85 resu 90 pois sv norm int 14 #lang 4 wis 18 magdef 4 bonus spells 112234 immunity 0 cha 12 rxnadj none ac 7 hp 14 14 d8 0 l thac0 20 2 3l--4 7 rage destruction of knowledge i e books artifacts fear fire noble eagerness to learn nwp 1 3l--3 6 wizard profs ok engineering 11 int-3 dancing 14 dex gem cutting 11 int-3 read write 15 int 1 blacksmithing 12 str religion 18 wis tailor 13 dex-1 carpentry 12 str weather sense 17 wis-1 riding land 21 wis 3 wp 1 4l--4 8 shortsword n a dmg bec-de-corbin 1d8 1d6 armor studded leather ac7 other crap inventor inventor''s random stuff kit thief thief''s lockpicks improvised holy symbol dragonhide journal saving throws change every three levels; 4 7 etc ppd 10 rsw 14 pp 13 breath 16 spell 15 exp 3364 cash 195 0 gp granted powers mending 1 d hornung hornung''s guess at will patternweave 1 wk spells major access to creation divination law numbers and protection and minor access to healing elemental earth and elemental fire currently clw calculate personal reading det poison heat metal create holy symbol cmw level 2 1 500 3 3 000 4 6 000 5 13 000 6 27 500 7 55 000 8 110 000 9 225 000 10 450 000 11 675 000 12 900 000 13 1 125 000 14 1 350 000 15 1 575 000 16 1 800 000 17 2 025 000 18 2 250 000 19 2 475 000 20 2 700 000 ----------------------------------------- trip from sta fira to veluna city ----------------------------------------- you are hereby invited to a social gathering celebrating the end of the affliction affecting our fair city of sevenecho you are requested to attend on the evening of the 10th at a reception to be held at the council chambers semi-formal dress is requested this invitation will be required for entry beliot sevenecho ----------------------------------------- to luckbringer umast of the church of rudd - my scouting has uncovered an awful fact it appears that a local mercenary band calling themselves the vipers has taken up residence in a nearby ruins i do not know what they plan here but i am certain these are the ones who were responsible for the thieving of your holy relic there is a further fact about this location; it appears to be the once-basement of an ancient tower i do not know who built such a structure but they must have been powerful indeed for the area surrounding the ruins seems to be drained of magic entirely this area was long known to me but i thought nothing of it until this time this former tower is located but two leagues to the west-northwest of my own in my investigations i discovered two hidden entrances to this dungeon one in the north and one in the south the nature of the tracks surrounding both suggested that the north was the more-rarely used and any strikes are most likely to succeed when made to this location i proceeded to survey it for a series of hours and viewed that people were rare to leave or enter during the day for further assistance i shall proceed to seek the lady of misty vale whose abode lies a league northwest of mine she is a long ally of mine and is sure to aid in this matter especially considering her adherance to the precepts of obad-hai though i disagree with many of her beliefs she does not let this get in the way of our alliance in matters such as this i hope this letter reaches you soon and i shall continue my scouting until recieving furth '),
(1601, 'session 26', ' having recovered from their revels of the previous night the group less adrien who was off getting their mounts ready gathers in the tavern of the raging boar inn to discuss adelbert ''s plans matters of theology are touched on between adelbert and monjubu as well key events first appearance of kreb kreb''s adventuring outfit purchased during the week off true believers '),
(1602, 'thieves cant', ' category glossary chelloveck '),
(1603, 'luna', ' also known as the mistress luna is the larger of oerth ''s two moons it is the basis for the common calendar calendar''s months waxing and waning in a strict pattern of 28 days each most of oerth ''s lycanthropes are linked to this moon '),
(1604, 'pic-shark-guad2big', ' the last thing your civilization will see '),
(1605, 'thieve thieve''s cant', ' fathead '),
(1606, 'chelloveck', ' young man '),
(1607, 'tzelios onamastics', ' jim ward - drawmij sean k reynolds - the fiend mage skreyn '),
(1608, 'midwinter night', ' also known as the dark time the dim time or handmaiden handmaiden''s glory this festival marks the only festival night when luna is completely dark this day marks the winter solstice considered the first official day of winter and is also the shortest day of the year this night is considered holy to priests of kurell and celestian category holidays '),
(1609, 'frost days', ' spanning from fireseek 1st through to the 7th these days are considered by many the coldest days of the year this week is thus especially holy to priests of telchur god of winter category holidays '),
(1610, 'great moon moon''s glory', ' the night on which luna is full but celene is new this night is thus holy to priests of celestian much as the nights of other astronomical oddities offerings to the gods atroa and telchur are common as well beseeching the two for an early spring many consider this date rather than growfest 4th to be the beginning of spring as the cold north winds begin to warm and begin blowing from the east around this time however many consider the period from greet moon moon''s glory to growfest as the most depressing part of winter if not the coldest as clear days with snow turn to grey days with rain leading of course to an icy glaze during the day and frozen mud turns to thick muck rendering travel by wagon or cart nearly impossible category holidays '),
(1611, 'blood moon festival', ' a day venerated by followers of nerull the day of the last full moon before the spring equinox is celebrated by acts of wanton debauchery and destruction ceremonies honoring the reaper are more often than not marked with human sacrifices on this day category holidays '),
(1612, 'st cuthbert cuthbert''s day', ' growfest 4th among followers of st cuthbert is the day of a great cleansing festival the largest annual one among those of his faith though the greatest celebration of this day occurs in greyhawk it is honored anywhere where a large number of his faithful can be found the day begins for his faithful at dawn when local worshipers and pilgrims assemble at a city city''s gate or closest equivalent they proceed to enter chanting and singing while the children of the faithful strike them with green switches this is known as the cleansing and while catcalls from unbelievers are stoically tolerated rotten fruit or the like are not; those attempting such acts are in for one of the more svaage beatings they have likely experienced the line of marches proceeds down the streets heading for the city city''s largest temple to st cuthbert a service is held and any artifacts possessed by the temple are brought out and presented as part of the sermon following the service which usually ends at noon a huge feast is held from noon to dusk with a huge bonfire lit and kept burning until midnight it is said that such a fire is embued with the power of st cuthbert to remove curses from penitent followers of his church category holidays '),
(1613, 'feast of edoira', ' this holiday honors edoira a skilled diplomat of ancient times who united several argumentative sects of rao within the city of greyhawk and established the edoiran compact a set of guidelines by which people of good alignment could work together in harmony regardless of their specific beliefs many good-aligned churches and temples revere his memory with interfaith services often held usually involving the clergies of rao and pelor secular observances are also common though they tend to be more festive than solemn category holidays '),
(1614, 'the spring feast', ' the most holy day of followers of atroa goddess of spring this day is considered the first of the new year by her followers it is a day of rest prayer and reflection on what the new year will bring as a day of rest it divides the back-breaking planting done throughout growfest into two parts and allows for a time of recovery before completing the work category holidays '),
(1615, 'raxivort raxivort''s orgy', ' this so-called holy day is celebrated solely by raxivort ''s followers it marks the beginning of one of the two annual xvart mating seasons and consists entirely of debauchery feasting drinking and of course mating among his clergy category holidays '),
(1616, 'rudd rudd''s birthday', ' this date celebrates the purported birthday of the demigoddess rudd who it is said was born in the lands later known as bissel on this date on -400 cy it is chiefly celebrated in bissel and consists of many parties and feasts all of them with games of chance and skill category holidays '),
(1617, 'feast of fools', ' this holiday celebrated entirely in greyhawk is a day of reversion where the high is made low and the low made high the lord mayor of greyhawk lord mayor and directing oligarchy while wearing dunce caps and straitjackets march through the old city district of greyhawk through the slum and thieves quarters stopping to hear the words of simpletons and idiots along the way most people know enough not to attack them at this point as many members of greyhawk ''s thieves guild as well as the feared guild of assassins according to some are out in force on this night thick in the crowds but nondescript in appearance elsewhere in the city madness reigns warriors beg children to save them from unseen monsters while paladins loudly challenge puppets to single combat thieves secretly leave small bags of copper for former victims and the poor while judges and other senior officials are tried by clerks and messengers for absurd crimes and briefly jailed sages and tutors of the grey college university of magical arts and other such esteemed institutions sit in the audience of lectures held by the most inexperienced students of these academies who happily regale them with nonsense the clergy are involved in these celebrations as well with the specific rites varying from religion to religion priests of heironeous listen to tales of heroism and sacrifice by known liars and cowards while members of the order of st cuthbert listen to any religious advice given by those of other faiths smacking their foreheads for being so misguided and generally appearing completely won over all of this silliness is overseen by the fool the most talented bard or jester in the city who gains this appointment by vote of the directing oligarchy for the duration fo the feast the fool is lord of the city and his directives carried out though these directives like all else which occurs during this time must be governed by a carefully-designed logic of paradox nothing which threatens the security of the city injures a citizen destroys property involves physical violence or the like is allowed this holiday is meant to be fun and with no later regrets and even the fool must be careful not to do anything stupid; in this case anything which may offend someone so greatly that the fool will be sorry about it later all citizens of greyhawk are expected to take part acting in a fashion precisely the opposite of their normal behavior brightly colored and bizarre clothing is the norm and the stories of the adventures and lunacy that go on during this holiday are passed around and enjoyed for years hence the birth rate tends to soar around brewfest of the next year refusing to participate is considered a severe breach of etiquette and any who do not seem to be appreciating the festival instantly draw the attention of all nearby merrymakers who hound the person involved long after needfest is over foreigners are allowed some leeway but even they are expected to put on a minor show of participation only three groups are said to act and allowed to by others as always during the feast of fools priests of olidammara who merely encourage the revelry as best they can; druids who tend to have no sense of humor about even pretending not to support nature or balance; and the guild of assassins who simply stay out of sight or remain in disguise as foreigners or beggars carrying on like everyone else around them unless forced to act in their normal capacity for one reason or another category holidays '),
(1618, 'needfest celebrations', ' needfest is in general a day of week of celebration for many it signifies the transition from one calendar year to another and is usually considered the start of the new year all work tends to come to a halt even without the celebrations of this period as merchants complete their bookkeeping for the previous year and close up shop to accomplish this overindulgence and merrymaking is the rule during this week food stored after harvest is brought out for granddinners while taverns and theaters are more often than not full to bursting middle-class and noble citizens often have a tradition of decorating their homes with yellow candles boughs of evergreen branches or for the more well-off men magical lights and ornaments the clergies of heironeous pholtus and trithereon have an annual tradition of attempting to perform good deeds or lawful deeds for the former two each day of this week however given the rivalries between pholtus and both heironeous and trithereon this often descends into humorous bouts over the best way to accomplish such good deeds even occasionally falling to blows if their goals conflict in the slightest category holidays '),
(1619, 'richfest celebrations', ' this week is especially holy to followers of sotillion goddess of summer ease and comfort it is a week filled with feasting drinking and sleeping during this week her clergy organizes fairs with contests looking to find the most comfortable best tasting most pleasant-sounding and generally the most emjoyable object in any number of categories a separate contest for each item of course category holidays '),
(1620, 'giving day', ' also known as the holy day of pelor or midsummer day this celebration is held by all temples to pelor on this day it begins with a tremendous service for all followers of the sun father lasting from dawn to noon the weather is altered when possible by priests of pelor just enough to ensure the sun shines for most of this time in the afternoon a huge feast is prepared and served free to all comers with exhorations of pelor ''s glory along with it after the feast the priests clad in their yellow and gold ropes lead a festive parade to the less well-off districts of their cities splitting into small groups and offering healing spells food and comfort to all who ask for it children are given special attention during this day and any of those who require greater care than can be given on the spot are brought back to the local temple of pelor and given treatment free of charge if the priests of pelor have any fault during these celebrations it is a cynical attitude over the city city''s nobles and much of the middle class as they recognize that many will not give freely unless shamed into it they will often exploit situations to serve as an example to them; carrying a diseased maiming or dying child to their temple in full view of all onlookers for example coercing those nearby into donating to defray the costs of their own charity is often common with such exhorations as to give twice is to be twice blessed to give thrice is to be thrice blessed category holidays '),
(1621, 'enlighteningtide', ' this holy day to pholtus is mainly celebrated within the theocracy of the pale and is a time for his veneration it consists mainly of fasting rest long sermons and masses to pholtus many residents of the theocracy of the pale pale will spend all of that night awake keeping some light burning joking and frivolous behavior on this day is frowned upon category holidays '),
(1622, 'brilliance celebration', ' richfest 4th is an important day to followers of lydia the goddess of daylight and knowledge this holiday is primarily celebrated in areas where major temples to lydia can be found and all celebrations in her name end by sunset category holidays '),
(1623, 'dark night', ' also known as black night or star night this is the only day of the year where both luna and celene are dark this date is a holy day to followers of celestian and kurell despite this many citizens of the flanaess fear this night nearly as much as the blood moon festival as many take advantage of the absence of oerth ''s twin moons to do evil deeds all-night bonfires are common among peasant farmers on this night especially in the smaller villages though lycanthropic activity is at its minimum on this night this is more than made up for by others several evil cults hold this night as very unholy performing kidnappings murders and other vile rites on this day many gods of theft or other underhanded deeds also hold this night in esteem requiring their followers to undergo special missions to prove their skill and cleverness various humanoid tribes consider the added darkness of this night as the perfect opportunity for rading civilized settlements leading to a general higher military alert category holidays '),
(1624, 'midsummer night', ' this day is considered the most holy of all to followers of beory obad-hai ehlonna and other nature gods who set aside their mutual differences and join in celebration of the oerth and the great balance this is considered the best night of all for druids to gather their mistletoe which they require to cast their spells it is also the night with the greatest number of lycanthropes of any as the combined effects of luna and celene make it nearly impossible for any to avoid their were-change those of evil nature are known to go mad on this day and are especially dangerous category holidays '),
(1625, 'brewfest celebrations', ' also known as the drunken days or the feast of brewers this is usually a quite baudy festival week it is considered holy among followers of olidammara who use the festival as yet another excuse to celebrate wine tasting and drinking contests are common throughout the flanaess with the exception of the theocracy of the pale pale here the week is commonly nicknamed the dunken days as priests of pholtus usually punish any found publically intoxicated with an icy bath category holidays '),
(1626, 'laughing day', ' this day is famous across the flanaess for always having a wet moon or a horizontal crescent moon with its resemblance towards something of an odd smile it is logical that zagig yragerne would have chosen this day to celebrate laughing day this holiday is considered a day for practical jokes of all kinds - the worse the better all know it as a day for pranks puns tricks riddles and just general fun category holidays '),
(1627, 'declaration day', ' this day celebrated in the yeomanry celebrates the anniversary of that country country''s revolution against keoland in 353 cy category holidays '),
(1628, 'council day', ' coldeven 19th marks the day when the county of urnst county and duchy of urnst were freed in the mid-fourth century cy with the final day of the council of rel mord extensive celebrations are held in these two lands on this day category holidays '),
(1629, 'foundation day', ' the celebration of the founding of the small berg of narwell is a riotous affair featuring a town-wide parade of greyhawk militia soldiers this event is not popular with elves however particularly those visiting from celene as it features the carrying of the town standard - a standard which includes a variety of tokens taken from elves of the gnarley forest or welkwood slain by town guards or local highwaymen it features plenty of drinking fighting and music though all with a slightly xenophobic attitude towards anyone whose ancestors were not from narwell category holidays '),
(1630, 'thrommel thrommel''s day', ' this day celebrates the seccession of dyvers from furyondy in 526 cy it is usually marked by parades and mock battles category holidays '),
(1631, 'freedom day', ' this day is celebrated by the shield lands in honor of their independence from the kingdom of furyondy category holidays '),
(1632, 'crowning day', ' celebrated almost entirely in furyondy this day marks the anniversary of the crowning of that kingdom kingdom''s first king in 254 cy parties parades tournaments and speeches are common on this day category holidays '),
(1633, 'holy day of serenity', ' though celebrated in veluna as a holy day of rao this day is actually the anniversary of veluna ''s indpeendence from furyondy in 376 cy religious singing and worship fills the streets on this day category holidays '),
(1634, 'rollo rollo''s day', ' this day full of drink and food honors the independence of bissel from furyondy established by margrave rollo in 481 cy it culminates in a mock battle which represents the margrave saving the king of furyondy from a humanoid attack the event which granted bissel palatinate status category holidays '),
(1635, 'ivid ivid''s birth', ' celebrated only in the great kingdom this holiday honors the birthday of overking ivid v category holidays '),
(1636, 'celene moon', ' celene or the handmaiden is the lesser of oerth ''s moons it marks the four festivals of the common calendar changing phases over a cycle of 91 days '),
(1637, 'olman history', ' dmpage olman history among those that are still in possession of it stretches back even further than that of the mainland although their origins are lost in the mists of time by 2500 years ago various uncivilized tribes of olman roamed the deeper jungles of north hepmonaland occasionally warring with each other and building shrines to their alien gods over the course of the next 400 years the olman slowly began to learn how to work stone and bronze and began building great cities within the heart of the jungles clearing the land around them for farming and raising great temples to honor their deities eventually four olman city-states emerged and all delighted in warring on each other and the surrounding yuan-ti communities claiming prisoners as live sacrifices one was broken in a combined effort by two of its neighbors but the remaining three continued to stand firm soon the olman had their first encounter with another race as the nearby touv kingdom of kunda eventually abutted its borders from the south repulsed by their use of human sacrifice and worship of a serpent god the kundali declared war on the olman olmani though at first unfamiliar with the deep jungles the kundali soon adapted and their superior metalworking skills especially their knowledge of iron gave them a marked edge on the olman people further while the war with the kundali went on infighting continued as well the combined forces slowly wearing away at the olman city-states took their toll and two soon collapsed taken as yuan-ti communities this was a severe blow to olman morale and eventually a large number of olman olmani fled migrating deeper into the north end of hepmonaland and west onto the olman islands and into the amedio jungle the remaining olman cities were easily sacked by the kundali driving the survivors into the wilderness and further scattering the olman olmani almost 1600 years ago the first olman olmani travelers reached the amedio jungle burning off large swaths of jungle as they made their way through the amedio jungle amedio and stopping when they found sites of which their gods approved seven great cities were constructed each surrounded by villages and farming communities each city and its surrounding lands was considered its own kingdom with the city its capital but all owed fealty to the high capital city in central amedio jungle amedio though originally thinking of themselves colonies of the hepmonaland olman empire all seven declared themselves independent within the next 300 years upon discovering the utter death of the old empire the new olman empire extended across much of the lands south of the flanaess spanning from the southernmost jungles of the amedio jungle amedio across the olman islands and eventually once more reaching the northernmost part of hepmonaland as well as scattered settlements on the tilvanot peninsula these new city-states prospered for over 500 years but eventually once more fell to internal strife wishing to escape the conflict some followers of the more peaceful gods chose to abandon the jungle fleeing to the nearby olman islands to avoid the destruction spreading across the olman empire founding the lands known today as the axuxal islands a series of horribly destructive civil wars broke out over a variety of issues; choice of emperor religious differences and even the control of certain mines over the course of the next century five of the great cities were destroyed leaving only tamoachan the northernmost city and xamaclan the southernmost not long after the fall of the great cities of the olman olmani there are several written references to a many-eyed god bringing a fiery death in the amedio jungle amedio though the records are so fragmentary that it is unknown to what exactly this refers theories have ranged from some event similar to the rain of colorless fire to an army of beholder beholders swarming the amedio jungle amedio and leaving naught but destruction in their wake some believe this may have even been vengeance brought by one of the demon princes worshipped by the troglodyte civilization which once occupied these lands whose destruction was proclaimed by the olman priests to have been due to these creatures being found lacking by their gods the isolated city of tamoachan was not spared disaster completely though no records of these events dating circa -425 cy have survived modern explorers have uncovered the events of that day through powerful divinations a cadre of arguing priests slowly began escalating their conflict eventually reaching the point of magical warfare while their fight lasted only a day the city was ravaged by powerful spells and terrible summoned monsters citizens were forced to flee for their lives and within the decade the city was entirely claimed by the jungle by this point the great twin cataclysms had taken their toll and surviving suel citizens began arriving from the north not long passed before they came into conflict with the resident olman and the two have been at odds almost continuously in the thousand years since neither side has been willing to negotiate and neither side takes prisoners sacrificing captured members of the other side to their gods these was little change over the next centuries the olman and suel continued to battle each other and themselves for food territory or slaves however around 530 cy the sea princes made their first landfall in the jungles of the amedio jungle amedio those native whom they didn''t kill they enslaved taking them back home to use as cheap labor or keeping them in the amedio jungle amedio to force them to dig mines clear vegetation and pick fruits for export thousands of natives died from mistreatment malnutrition and new diseases brought by the slavers some tribal leaders managed minor retaliatory strikes against the captors but most natives saw the slave-takers as a means by which their ancient enemies could be removed beginning slaving raids of their own into suel territory and selling the captured prisoners for iron weapons cheap jewelry minor magical items and alcohol this has continued up to today with much of the mainland infested with slavers from the sea princes and the only safe refuges the walled city of xamaclan and the coastal villages of the axuxal islands and who can tell for how long these areas shall remain secure from the sea princes or perhaps even the suel '),
(1638, 'olman history dm', ' though the more recent history of the olman olmani is true much of the earlier is in large part a misinterpretation formed by the fiend sage of diaromas located within the so-called hidden temple of tamoachan evidence found here that the original olman olmani grew corn as a staple crop serves to disprove any sort of origin within hepmonaland the most likely current theory is that the olman people originated in the area known today as the pomarj the wild coast and the principality of ulek however a conflict with the olve olven people of modern-day celene caused them to immigrate to the south ordered by their gods a legendary creature in this area known in rumor today as the earth dragon is believed to be a minor god of the olman olmani charged with remaining here as a curse to any future human nations founded here known to the olman olmani as luumcoa the earth serpent these events are far  far  in the distant past c -5500 cy and are known today only by olve olven records of this period it is believed that the olman olmani at this time were an offshoot of native flan people now having long-since diverged though claims have been made that this area though suitable for  growing  corn does not fit that climate necessary for breeding corn olve olven records show that the area known today as the drachensgrab hills was once a fertile plains rather than the craggy infertile land it is today according to their records a small group of flan noting the absence of the olman olmani attempted to form a nation around the area known today as stoneheim the earth dragon attacked at this causing a series of earthquakes felt as far north as modern- dyvers and as far east as modern- rel astra this ruined the lands and formed the hills found here today source source source chatdemon at canonfire '),
(1639, 'drax i', ' infobox monarch name drax the invulnerable title his most lordly nobility eternal custodian and lord protector of rel astra image reign 557 cy &ndash; royal house house garasteth garasteth father mother issue date of birth place of birth rel astra date of death n a place of death n a  drax garasteth  the current lord of rel astra has held sway in that county for over 10 years ruling with an iron fist and styling himself as an enlightened despot though his land is independant from the great kingdom he is still a strong ally of overking ivid v and oft supplies troops for his military ventures '),
(1640, 'drax', ' '),
(1641, 'beltar', ' dmpage '),
(1642, 'boccob', ' dmpage god_boccob right boccob the uncaring one is the god of knowledge foresight and balance as well as the lord of all magic his clergy serves to maintain balance acting against extremism whether towards good or evil law or chaos clerics of boccob explore to root out rumors of lost magic or to defend a magical place or item from destruction when times are calm and the balance is not threatened they tend to themselves usually acting only in defense of knowledge a number of his followers act as seers divining the future and making predictions of what is to come  seek balance above good evil law or chaos fight to push back the encroachment of good just as you would the oppression of evil magic is the most important thing on oerth and it must be preserved so that the balance can be preserved   category gods '),
(1644, 'celestian', ' dmpage god_celestian right celestian the far wanderer is the patron of stars and wanderers his clergy are more likely to serve as scholars than that of fharlanghn fharlanghn''s recording lore on both the stars and the planes some also serve as sailors lending their knowledge of the skies in navigating priests of celestian travel the world searching out meteorites or lore regarding the stars or the planes many followers of celestian make a pilgrimage to a holy site said to be located within the barrier peaks clerics of the far wanderer are divided into seven orders of ascending knowledge and skill though these orders are merely named according to their number  the distant stars are an inspiration to travel; be encouraged to wander far from home just as the stars do the stars are eternal and are pleased to be a guide for both legs of a journey the stars may reveal their secrets if you study them   category gods '),
(1645, 'ehlonna', ' dmpage god_ehlonna right ehlonna of the forests is the goddess of woodlands flora and fauna of all kinds and fertility most of her followers are female and both humans and elves can be found in her clergy they tend to live within the forests watching for encroaching nonhumans hunters or loggers though fervent defenders of the woods they encourage and educate those who show a desire to live in harmony with nature when acting against those that would cause harm to the woods they tend to be gentle in their first warning but if their foes persist they are ruthless in their defense  the woodlands are a beautiful place full of life the secrets of the forests should be learned and taught so that people can live in harmony with nature those who would harm or exploit the woodlands must be driven out or destroyed the plants and animals of the forest are things that nature gives as gifts not things to be stolen   category gods '),
(1646, 'fharlanghn', ' god_fharlanghn right fharlanghn the dweller on the horizon is the god of distance travel and roads followers of fharlanghn are encouraged to travel see new things and aid other travelers on their journeys they can be found serving with caravans scouting for armies or recording lore on distant places and cultures because of this knowledge the clergy of fharlanghn can often be found serving as translators and diplomats clerics of fharlanghn are often allied with the followers of this god god''s brother celestian his symbol is known as the oerth disc  people need to move about and see new things be open to travel as the world may change overnight and you may be in need of a new home or perspective look to the horizon for inspiration - the far end of the world has new peoples new cultures new magic and new roads to walk   category gods '),
(1647, 'heironeous', ' dmpage god_heironeous right heironeous the invincible is the oeridian champion of chivalry and justice god of honor and daring in warfare his followers are champions of good crusading to eliminate evils throughout the flanaess the younger clergy travel across the lands acting under the orders of their church commanders while the older members serve as judges strategists and military instructors the clergy of heironeous though fighting against all evils hold a special fury for followers of hextor heironeous heironeous''s evil brother  the world is a dangerous place that poses a never-ending series of challenges to those who fight for justice and protection of the weak and innocent one must act honorably at all times and uphold the virtues of justice and chivalry in word and deed danger must be faced with certainty and calm and glory is the reward for defeating evil while virtue is the reward for upholding the tenets of heironeous   category gods '),
(1648, 'hextor', ' dmpage god_hextor right hextor the scourge of battle is the oeridian god of warfare in its more violent aspects; tyranny massacre and discord he also encompasses fitness in his field as he and his followers believe in conquering through battle any who would oppose them agents of hextor often strike out from established churches in an attempt at sowing discord and dissent in enemy lands bringing nations down from within to allow them to more easily be taken from without hextor hextor''s worship is especially common in the great kingdom of aerdy where many members of his clergy hold positions of power within that nation nation''s government the symbol of hextor is commonly known as the symbol of hate and discord  the world is a dark and bloody place where the strong rule the weak and power is the only reward it is often necessary to be cruel and merciless in the pursuit of ones goals and achieving those goals can have harsh consequences order must be forged out of chaos and law out of anarchy the forces of tyranny must be obeyed and dissenters must be oppressed or destroyed   category gods '),
(1649, 'incabulos', ' dmpage god_incabulos right incabulos the black rider is the god of plagues sickness nightmares famine and disasters of any kind his followers remain secret even in the worst of lands fearing persecution by both good and evil for what they spread they tend to reveal themselves only during times of great despair striving to fan the emotions of the suffering they enjoy torturing others inflicting disease and spreading blight where ever possible  the suffering of the world is meat and bread to incabulos sickness famine and other curses bring him power some feel that the black rider can be warded off or appeased by prayers but this only delays the inevitable the world of dreams is his battleground and he wages war against minds just as he rots bodies   category gods ');
INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1650, 'iuz god', ' dmpage god_iuz right iuz the old is a relatively new god having first appeared not 150 years ago in northern furyondy but he has made his mark harshly on the flanaess he encompasses the aspects of deceit pain and oppression and for quite some time made his home in the country that still bares his name his followers are bastions of cruelty attempting to show their superiority over each other constantly while slaughtering beings of good for trophies iuz himself vanished on a day celebrated by many in 505 cy but his followers still act in his name  the weak must be exploited tortured and stripped of hope the strong must be constantly wary of betrayal by their underlings pain is power and inflicting pain demonstrates power best crush those beneath you iuz must be obeyed and those who defy him will know absolute pain   category gods '),
(1651, 'nerull', ' dmpage god_nerull right nerull the reaper hater of life is the ancient flannae god of death darkness and murder there is no organized church of nerull save within lands of evil elsewhere nerull nerull''s followers act in secret commiting murder as offerings to their god when discovered they flee to their hiding places and journey far from their homes occasionally killing wayfarers on their journey it is said that the souls of all dead pass through nerull nerull''s realm and only those who hold some measure of faith are allowed to pass onwards to their final reward  all are equal in nerull nerull''s cold realm every living thing is an affront to the reaper and every death brings a dark spark of joy to his long-dead heart those who pray to nerull to appease him only attract his attention and their own doom those who kill in his name shall be rewarded   category gods '),
(1652, 'obad-hai', ' dmpage god_obad-hai right obad-hai the shalm is the flannae god of nature the woodlands freedom hunting and beasts the majority of followers of the shalm are male with gnomes and halflings counted amongst his ranks his followers tend to be unfriendly rivals of followers of ehlonna though exceptions are common clerics and druids of obad-hai serve as protectors of nature while also acting as the agents of retribution when their protection is insufficient or too late they much more believe that to truly defend nature is to act in the fashion of a predator and this extends to most parts of life they eschew even cabins or huts and hunt so as to pick out the weakest members of a herd  one should live in harmony with nature in all of its variety those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner those who are one with nature have little to fear although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert the wilds can be ugly dangerous or terrible but these things are a part of nature and should be respected as much as those that are beautiful harmless or wonderful   category gods '),
(1653, 'olidammara', ' dmpage god_olidammara right olidammara the laughing rogue is the god of rogues music revels wine and tricks followers of olidammara are performers as often as thieves with their acts often tending towards the satirizing of others those found in cities often find work as vintners or entertainers while those who stay traveling tend to serve as minstrels or messengers many more followers of olidammara are found traveling than staying in one place however; some spend their lives on the run from powerful people whom they offended early in their career while others simply enjoy searching out new music exotic wines and celebrations  treat music as the art it is strive to be as skilled at it as your patron life is meant to be happy and entertaining and the best jokes need a target to hang them on; when it is your turn accept the laugh and appreciate the trick wine is one of the joys in life and the only thing better than making wine is drinking it avoid misery temperance and solemnity for they are the greatest poisons to the soul   category gods '),
(1654, 'pelor', ' dmpage god_pelor right pelor the shining one is the flannae god of the sun healing and strength his followers tend to be quiet people staying in the background lest their skills be necessary they are primarily nurturers and protectors but if necessary they are quite willing to bear arms and fight for good they use their powers to heal nourish and aid the needy often exploring new lands to drive off evil and spread their god god''s gift to all who require it  the energy of life originates from the sun this light brings strength to the weak and health to the injured while destroying darkness and evil do not be afraid to challenge the forces of corruption but remember that just as staring at the sun can cause blindness of the eyes relentless attention to the destruction of negative forces can blind the heart to the true essentials of life kindness mercy and compassion   category gods '),
(1655, 'rao', ' dmpage god_rao right rao the mediator is the flannae god of peace reason and serenity his clergy pursue knowledge and theology they prefer peaceful means of conflict resolution over violence but when their arguments are ignored or the bastions of reason threatened they are not above coming to blows priests of rao are often called in to serve in diplomatic or judicial fields worship of rao is quite common in the barony of dunador as it is believed that he appeared to his faithful in this land in the distant past he is also widely venerated in veluna for the lands upon which it was founded are considered among the most holy to his people  reason is the greatest gift it leads to discourse which leads to peace which leads to serenity if all could be convinced to reason with each other the world would enjoy the harmony of benign order some refuse to use reason and instead resort to violence at which time action - governed by reason and wisdom - is required to counteract their deeds and restore peace   category gods '),
(1656, 'st cuthbert', ' dmpage god_stcuthbert right st cuthbert of the cudgel is the god of common sense wisdom and truth but he is also the god of discipline his followers are stern types speaking their minds plainly and quick to act on those who backslide in their faith priests of st cuthbert train in the arts of war often as they are strong fighters against evil most especially the followers of iuz for whom the deity has a special emnity the church of st cuthbert is divided into three branches the chapeaux who seek to convert others the stars who maintain doctirnal purity among the faith and the billets who minister to and protect the faithful  the words of st cuthbert are wise practical and sensible the word of the cudgel is law and the word must be spread so that all may benefit from his wisdom weakness in faith and acting against the saint saint''s teachings are intolerable in believers unceasing effort should be made to bring unbelievers into the fold honesty truthfulness practicality and reasonability are the highest virtues   category gods '),
(1657, 'zilchus', ' dmpage god_zilchus right zilchus the money counter is a fairly popular oeridian god representing money and business and along with those fields power prestige and influence his followers are ruthless when it comes to a business deal and often seem emotionless when negotiating they ply their talents both inside and outside the business world often becoming involved in politics it is often the case that once a follower of rao convinces two parties to speak it is a follower of zilchus that finalizes their agreement his clergy can often be found working for powerful merchants trade and crafts guilds or politicians  in the world of men the desire for money can be overwhelming control that desire in yourself and exploit it in others - that is the key to success and power anything done in the world can be done better for a profit and those who recognize these opportunities are one step ahead of any competition politics and war are simply two other forms of trade one using a currency of words and the other lives; the trick is to spend yours more efficiently than your opponent   category gods '),
(1658, 'gods dm', ' the dm version of the various god pages this category page is merely for ease of collection they are more convienantly categorized gods dm here '),
(1666, 'god brandobaris', ' '),
(1667, 'god callarduransmoothhands', ' '),
(1668, 'god camazotz', ' '),
(1669, 'god clangeddinsilverbeard', ' '),
(1670, 'god corellonlarethian', ' '),
(1671, 'god cyrrollalee', ' '),
(1672, 'god deepsashelas', ' '),
(1673, 'god dugmarenbrightmantle', ' '),
(1674, 'god dumathoin', ' '),
(1675, 'god erevanilesere', ' '),
(1676, 'god fenmarelmestarine', ' '),
(1677, 'god flandalsteelskin', ' '),
(1678, 'god gaerdalironhand', ' '),
(1679, 'god garlglittergold', ' '),
(1680, 'god gruumsh', ' '),
(1681, 'god hanalicelanil', ' '),
(1682, 'god huhueteotl', ' '),
(1683, 'god ilneval', ' '),
(1684, 'god kord', ' '),
(1685, 'god labelasenoreth', ' '),
(1686, 'god lendor', ' '),
(1687, 'god lolth', ' '),
(1688, 'god luthic', ' '),
(1689, 'god mayaheine', ' '),
(1690, 'god mictlantecuhtli', ' '),
(1691, 'god moradin', ' '),
(1692, 'god procan', ' '),
(1693, 'god quetzalcoatl', ' '),
(1694, 'god ralishaz', ' '),
(1695, 'god rillifanerallathil', ' '),
(1696, 'god segojanearthcaller', ' '),
(1697, 'god sehaninemoonbow', ' '),
(1698, 'god shargaas', ' '),
(1699, 'god solonor', ' '),
(1700, 'god tezcatlipoca', ' '),
(1701, 'god tharizdun', ' '),
(1702, 'god tiamat', ' '),
(1703, 'god tlaloc', ' '),
(1704, 'god trithereon', ' '),
(1705, 'god ulaa', ' '),
(1706, 'god urdlen', ' '),
(1707, 'god urogalan', ' '),
(1708, 'god vergadain', ' '),
(1709, 'god weejas', ' '),
(1710, 'god yondalla', ' '),
(1711, 'god yurtrus', ' '),
(1712, 'god zagyg', ' '),
(1713, 'phyton dm', ' infobox god name phyton nicknames the woodshaper image_name god_phyton gif pronun fie-tahn strength lesser god plane alignment cg portfolio nature beauty farming layer domain superior allies foes beory dm beory ehlonna dm ehlonna obad-hai dm obad-hai wor_align __toc__ church clergy clerics druids rangers alignment turn no command no dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of phyton reqs wisdom 9 prime_reqs wisdom alignment cg tn rare weapons club dagger dart flail hammer scimitar sickle staff armor any non-metal wooden shields only major_sphere all animal charm divination elemental all healing plant sun travelers weather minor_sphere protection req_prof none bonus_prof animal lore herbalism as a lesser power phyton may not grant 7th level spells priests of phyton are immune to all poisons made in whole or in part out of plant material at 7th level priests of phyton can   shapechange   once per day into any animal as the druid power at 7th level priests of phyton can use   warp wood   three times per day in autumn at 10th level priests of phyton can use   tree   three times per day in autumn at 12th level priests of phyton can use   plant door   three times per day in autumnsources sources sources cebrion at canonfire dragon magazine # 90 u8e2809cgods of the suel pantheon v phyton xerbo and ospremu8e2809d by leonard lakofka '),
(1714, 'pyremius dm', ' infobox god name pyremius nicknames the blazing killer demon of venom hideous assassin image_name god_pyremius gif pronun pie-reh-mee-us strength lesser god plane gehenna alignment ne portfolio fire poison murder layer chamada domain superior allies syrul dm syrul foes joramy dm joramy geshtai dm geshtai hextor dm hextor wor_align ne ce le __toc__ pyremius was once a demigod of poison and murder but he poisoned ranet the suel goddess of fire and assumed her portfolio he is now the patron of assassins and he carries a longsword called red light and a whip called viper he is friendly with fiends; jermlaine worship him as do many nonhuman tribes he keeps other gods at arm arm''s length except for syrul a fellow patron of the scarlet brotherhood church clergy clerics assassins alignment ne ce le turn no command no the clerics of pyremius watch other people for weaknesses or openings in their defenses they expose themselves to great heat to test their strength plot against those who hold things they want build superior forges and explore exotic locations to find rare plants and other substances from which poisons can be made assassins can be hired at their temples; turnover among the clerics is high because of internal feuds dogma dogma dogma  the world will perish in fire anything that threatens you must be burned and those who would keep you from doing this must be killed the greatest enemy must sleep sometime those who fall to such tactics deserve their fate and those who exploit these weaknesses are the most crafty of all   this doctrine means ranking clerics tend to prey on each other and smarter ones sometimes leave a temple to found their own order of the church day-to-day activities day-to-day activities day-to-day activities holy days & important ceremonies major centers of worship major centers of worship major centers of worship secret temples to pyremius can be found in many large cities throughout the flanaess affiliated orders affiliated orders affiliated orders vestments red vestments decorated with flame-shaped swatches of orange and yellow viewed from a distance this garb makes the cleric seem to be on fire priest name inheritors reqs wisdom 9 constitution 11 dexterity 13 prime_reqs wisdom dexterity alignment any evil weapons blowgun broadsword dagger dart flail garrote mace scourge whip armor any major_sphere all charm combat elemental fire healing reversed necromantic reversed minor_sphere sun reversed weather req_prof none bonus_prof fire-building herbalism as a lesser power pyremius may not grant 7th level spells demihuman and non-human worshippers of pyremius can become inheritors inheritors can use two-weapon style fighting as well as specialize in it inheritors have access to the spell   poison touch   inheritors gain 1 to their saving throws vs fire-based spells and effects but suffer a -1 penalty to their saving throws vs cold-based spells and effects at 5th level the saving throw bonus penalty increases to -2 at 9th level inheritors can cast pyrotechnics once per day at 11th level inheritors can cast the hot-flame variety of fire shield once per day at 11th level the saving throw bonus penalty increases to -3 but they must take 1 extra point of damage per die from cold-based spells and effects at 14th level inheritors can cast fireball as the wizard spell once per day at 14th level the saving throw bonus penalty increases to -4 but 1 hp of damage from any cold-based spells or effects are permanent until regained by a restoration spell or wishsources sources sources cebrion at canonfire dragon magazine # 89 u8e2809cgods of the suel pantheon fiery pyremius nasty beltar and bearlike llergu8e2809d by leonard lakofka dragon magazine #241 living greyhawk gazetter '),
(1715, 'syrul dm', ' infobox god name syrul nicknames the forked tongue night hag oathbreaker image_name god_syrul gif pronun sigh-rul strength lesser god plane alignment ne portfolio lies deceit treachery false promises layer domain superior allies pyremius dm pyremius foes wor_align __toc__ church clergy clerics thieves assassins alignment turn no command yes at -2 dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of syrul reqs wisdom 9 prime_reqs wisdom alignment any evil weapons club dagger dart garrote knife mace morning star staff stiletto armor any major_sphere all astral chaos charm divination healing summoning minor_sphere guardian necromantic protection sun reversed thought req_prof none bonus_prof disguise as a lesser power syrul cannot grant 7th-level spells at 3rd level priests of syrul can use   obscure alignment   with a thought once per day at 5th level priests of syrul gain the ability to use spells of the magic-user school illusion phantasm as priest spells of the same level at 7th level priests of syrul can use   undetectable lie   with a thought once per day at 9th level syrul grants his priest a special form of the   vision   spell with no strings attached and only a token material component rather than a valuable sacrifice syrul further grants the priest a permanent 1 bonus to-hit with his favored attack whether that be a favorite type of weapon or an open-hand attack at 14th level priests of syrul gain a permanent   detect lie   upon themselvessources sources sources cebrion at canonfire dragon magazine # 88 u8e2809cgods of the suel pantheon- a terribly diverse trio syrul fortubo and wee jas by leonard lakofka '),
(1716, 'xerbo dm', ' infobox god name xerbo nicknames the sea dragon image_name god_xerbo gif pronun zer-boh strength lesser god plane alignment n portfolio sea sailing money business layer domain superior allies foes osprem dm osprem procan dm procan zilchus dm zilchus wor_align __toc__ church clergy clerics druids alignment turn yes command no druids who serve xerbo can   shapechange   into fish including sharks at 7th level four times per day dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of xerbo reqs wisdom 9 prime_reqs wisdom alignment ng ln tn rare weapons belaying pin club crossbow cutlass dagger gaff-hook harpoon javelin net spear staff trident armor chain mail and less any shield major_sphere all animal sea creatures only divination elemental water healing necromantic plant sea vegetation only protection weather minor_sphere combat creation guardian numbers req_prof none bonus_prof none as a lesser power xerbo cannot grant 7th-level spells priests of xerbo may pray for   free action   as if they had access to the charm sphere priests of xerbo cannot use any form of   raise dead   on a person or creature killed in or while traveling across the sea unless the killer was a non-sea creature priests of xerbo may not pray for any spells involving fire unless it is a spell relating to protection from fire any spells involving water that priests of xerbo recieve function as if the priest were two levels higher with regards to range area of effect duration etc sources sources sources cebrion at canonfire dragon magazine # 90 u8e2809cgods of the suel pantheon v phyton xerbo and ospremu8e2809d by leonard lakofka '),
(1717, 'kelanen dm', ' infobox god name kelanen nicknames prince of swords image_name god_kelanen gif pronun kel-ahn-ehn strength quasi-god plane the prime material plane alignment n portfolio swords swordsmanship balance layer prime material plane domain oerth superior none allies murlynd dm murlynd keoghtom dm keoghtom heward dm heward zagyg dm zagyg foes wor_align n __toc__ church clergy clerics fighters thieves alignment n turn yes at -2 command no dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name blademaster reqs wisdom 9 strength 13 prime_reqs wisdom strength alignment n weapons as thief plus any sword armor chainmail or less no shield major_sphere all astral charm combat creation healing protection travelers war minor_sphere divination elemental all necromantic req_prof none bonus_prof none as a quasi-god kelanen cannot grant spells of 5th- through 7th-level with certain exceptions half-elves can become blademasters half-elves are allowed multiclass as blademaster thieves blademasters use the thac0 number of attacks and number of proficiencies of a fighter as a result of their training and can take any general priest or warrior nwps they are also allowed to use weapon specialization as a fighter for any type of sword and must have chosen a sword to specialize in by 4th level blademasters have access to the spells   dancing sword     sword control     sword multiplication   and   sword summoning   blademasters may use   abjure     exaction     faerie fire     obscurement     protection from lightning   and   word of recall   as if they had access to their respective spheres ignoring spell level limitations at 3rd level blademasters can use   alter self   as the wizard spell once per day at 5th level blademasters can perform a sword blessing which grants one sword or similarly-bladed weapon a 1 enchantment lasting for one turn per two levels of the priest at 7th level blademasters can  identify sword  once per day this functions as the   identify   spell for wizards except it is limited to only swords or other similarly bladed weapons requires only the priest priest''s holy symbol and does not cause a drain on the priest priest''s constitution this ability functions at a range of 50 feet plus 10 feet per level of the priest at 9th level blademasters become immune to control by sentient swords or other similarly bladed weapons with egos at 11th level blademasters gain the  sword immunity  ability and ar thus uneffected by the special functions of enchanted swords or other similarly bladed weapons on a successful save vs death this includes but is not limited to vorpal life stealing or wounding abilities the powers of an intelligent blade the negative effects of a cursed blade or touching a blade of a different alignment a saving throw must be rolled each time the priest would potentially be affected by a weapon weapon''s ability - one successful save does not make the priest completely immune to that sword sword''s abilities sources sources sources cebrion at canonfire dragon magazine #71 greyhawku8e28099s world quasi-deities by gary gygax slavers by sean k reynolds & chris pramas '),
(1718, 'bralm dm', ' infobox god name bralm nicknames the flying queen the hive goddess the toiling lady image_name god_bralm gif pronun brahlm strength lesser goddess plane alignment n ln portfolio insects industriousness layer domain superior allies foes trithereon dm trithereon joramy dm joramy pyremius dm pyremius wor_align __toc__ church clergy clerics druids rare alignment turn yes unless evil at -3 command yes if evil at -3 dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of bralm reqs wisdom 9 prime_reqs wisdom alignment n ln le weapons staff club staff-sling dart blowgun flail dagger spear scimitar armor any non-metal any non-metal shield major_sphere all animal charm creation divination elemental air elemental earth guardian healing numbers summoning minor_sphere necromantic protection req_prof none bonus_prof none as a lesser power bralm cannot grant 7th-level spells priests of bralm may use   chant   and   insect plague   as if they had access to the combat sphere priests of bralm cannot use spells or magical items that in any way create fire though they may use spells or magical items that protect from fire any spell involving insects can be memorized by a priest of bralm as if it were one spell level lower; this does not work to circumvent the 7th-level spell limitation priests of bralm cast any spells involving insects as if they were four experience levels higher with regards to duration effect etc at 5th level priests of bralm can   fly   as the wizard spell once per day though this ability manifests as a set of insect wings at 7th level priests of bralm can   shapechange   as a druid into a giant warrior ant once per week this transformation lasts for one hour at 9th level priests of bralm can change into a giant wasp once per week in addition to all other forms at 11th level priests of bralm can change into a giant scorpion once per week in addition to all other forms at 14th level priests of bralm can change into an ankheg of the largest size once per week in addition to all other forms sources sources sources cebrion at canonfire dragon magazine #92 1989 gods of the suel pantheon lydia bralm and jascar by lenard lakofka '),
(1719, 'llerg dm', ' infobox god name llerg nicknames great bear animal fang strongest serpent god of force image_name god_llerg gif pronun lerg strength lesser god plane alignment cn portfolio beasts strength layer domain superior allies kord dm kord foes telchur dm telchur wor_align __toc__ church clergy clerics druids barbarians alignment turn no command no dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of llerg reqs wisdom 9 strength 15 prime_reqs wisdom strength alignment cn tn weapons as priest armor chain mail or less any shield major_sphere all animal combat creation healing protection summoning minor_sphere charm divination elemental all guardian req_prof none bonus_prof none as a lesser power llerg cannot grant 7th-level spells priests of llerg cannot be attacked by an animal even one summoned or conjured unless that priest initiates combat or is purposely hunting the creature this protection applies only to the priest not his allies priests of llerg are immune to spells and powers that reduce their physical abilities; enfeeblement reduction etc priests of llerg have the ability to go berserk as the berserker kit at 5th level priests of llerg gain 1 to their strength if the priest already possesses 18 strength he gains a d100 50 percentile up to a maximum of 18 00 at 7th level priests of llerg gain the ability to   shapechange   as a druid to a giant constrictor snake once per day at 8th level priests of llerg can further shapeshift to the form of a cave bear once per day at 9th level priests of llerg gain a third form and can shapeshift to a giant alligator once per day sources sources sources cebrion at canonfire dragon magazine # 89 1984 u8e2809cgods of the suel pantheon fiery pyremius nasty beltar and bearlike llergu8e2809d by leonard lakofka '),
(1720, 'berserk', ' at any time the berserker may choose to go berserk this isn''t an instantaneous processu8e28094he must spend a little time to psych himself up it takes a full turn ten combat rounds to go berserk in that time the character is growling moaning uttering imprecations it it''s impossible to be quiet when trying to go berserk he may also be fighting during that time meaning that he can start to go berserk on the round the fight begins fight for ten full rounds and then be berserk on the eleventh round of course when the berserker knows a fight is coming he can begin to go berserk even if there is no fight currently going on at the end of a full turn of preparation he can become berserk instantaneously if there there''s no enemy in sight yet he can hold the berserk until combat is engaged but if no combat takes place within five more full turns he automatically reverts to normal and suffers the ordinary consequences for coming out of a berserk described below the character can come out of his berserk once the last enemy is down he must literally be down on the ground even if still alive and surrendering; the berserker will stay berserk and continue fighting so long as there are enemies still on their feet once the fight ends the berserker must come out of his berserk state for these reasons berserking is a more appropriate reaction when the characters are about to attack or be attacked by a foe they know about if the characters are instead jumped by a small party of orcs it it''s usually not worth the effort to go berserk; the consequences and effort outweigh the benefits when berserk the character has phenomenal endurance and resistance to pain and some forms of magic only while berserk he gains the following benefits # he is immune no saving throw is necessary to the wizard spells   charm person     friends     hypnotism     sleep     irritation     ray of enfeeblement     scare     geas   and the clerical spells   command     charm person or mammal     enthrall     cloak of bravery   and   symbol   # he gets a 4 to save against the wizard spells   blindness     tasha tasha''s uncontrollable hideous laughter     hold person     charm monster   and   confusion   and the clerical spells   hold person   and   hold animal   # the   emotion   spell has no effect on the berserker unless the caster chose the  fear  result if  fear  was chosen the berserker gets a normal saving throw; if he makes it he continues on as before but if he fails it he is prematurely snapped out of his berserk with all the normal effects of coming out of the berserk but he doesn''t suffer other fear effect the   fear   spell has exactly the same effect if he saves there is no effect and if he doesn''t save he he''s snapped out of the berserk if he fails a saving throw against   charm monster   he simply counts the caster as one of his allies; he doesn''t come out of the berserk or obey the caster caster''s commands # being berserk offers no real protection from   finger of death   except that the spell effects do not take place until the character has come out of his berserk if the berserker saves he doesn''t suffer the 2d8 1 damage until immediately after he snaps out of the berserk if he fails to save he doesn''t die until he snaps out of the berserk # the berserker while berserk is immune to ko results from the punching and wrestling rules and takes only half damage from bare-handed attacks from these rules # while berserk the character gets 1 to attack 3 to damage and 5 hp special hindrances the berserker has hindrances as severe as all those benefits he receives # the berserker character receives a u8e280933 reaction from all npcs except that is characters from tribes which have berserkers in them as described above # when the berserker goes berserk the dm should immediately say to him tell me how many hit points you currently have from that point until the fight is done and the berserker has returned to normal the dm keeps track of his hit points the player is not told how many hp he has left nor how many points of damage he is taking with each attack after all the character can feel no pain so he cannot keep track of how close he is to death the dm simply tells him something like the orc-captain hits you with his axe a mighty blow which you barely feel it is therefore very possible for a berserker to be nickled and dimed to death and not know it until he drops dead the dm can also if he so chooses roll all saving throws for the berserker not telling the player whether they were failures or successes # while berserk the character can use no ranged weapons he kills only in hand-to-hand or melee-weapon combat # while berserk he must fight each opponent until that opponent is down once an opponent is felled the berserker must move to the nearest enemy and attack him he can''t for instance choose to attack the enemy leader if that leader is behind seven ranks of spearmen the berserker must keep fighting until all enemies are down as described earlier # while berserk the character cannot take cover against missile fire # if while the character is berserk another character tries something he can interpret as attack for instance hits him to move him out of the way of an incoming attack the berserker must roll 1d20 vs his intelligence if he succeeds that is rolls his intelligence score or less he he''s dimly aware that his friend is not attacking him if he fails rolls higher than his intelligence he now thinks his friend is an enemy and continues to think so until the fight is done and he is no longer berserk # while berserk the character is temporarily unaffected by the clerical spells   bless     cure light wounds     aid     cure serious wounds     cure critical wounds     heal     regenerate   and   regenerate wither   he will gain the benefits of those spells only after he has come out of his berserk and suffered any and all damages which occurred then # the   taunt   spell is automatically successful and will cause the berserker to abandon his current enemy and rush to attack the taunter # finally when the character comes out of his berserk bad things happen to him he loses the 5 hp he gained when he became berserk this could drop him to or below 0 hp and kill him of course he collapses in exhaustion exactly as if hit by a ray of enfeeblement no saving throw possible for one round for every round he was berserk he suffers the effects of any spells which wait until he he''s returned to normal before affecting him finger of death for instance and only then can healing spells affect him source source source complete fighter fighter''s handbook '),
(1721, 'kord dm', ' infobox god name kord nicknames the brawler image_name god_kord gif pronun kohrd strength intermediate god plane alignment cg portfolio sport brawling strength courage layer domain superior lendor dm lendor allies phaulkon dm phaulkon syrul dm syrul foes wor_align any chaotic __toc__ church clergy clerics barbarians berserkers alignment any chaotic turn yes if not evil command yes if evil dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of kord reqs wisdom 9 prime_reqs wisdom alignment any chaotic weapons battle axe cestus club mace maul morning star broadsword longsword two-handed sword armor chain mail or less any shield major_sphere all charm combat chaos creation healing protection summoning war minor_sphere divination necromantic req_prof bonus_prof priests of kord can go berserk as the berserker kit priests of kord gain a 1 bonus on all saving throws vs fear this bonus applies to all forms of fear; spells the auras of outer planar creatures or undead dragonfear etc at 4th level priests of kord can   detect law   once per day at 4th level a priest of kord kord''s saving throw bonus increases to 2 at 7th level priests of kord can use   protection from law   once per day at 7th level a priest of kord kord''s saving throw bonus increases to 3 at 10th level priests of kord can use   enlarge   as the wizard spell on themselves only once per day at 10th level a priest of kord kord''s saving throw bonus increases to 4 at 14th level priests of kord can use   strength   as the wizard spell on themselves only once per day at 14th level a priest of kord kord''s saving throw bonus increases to 5sources sources sources cebrion at canonfire dragon magazine #87 u8e2809cgods of the suel pantheon kord the brawler and phaulkon his fatheru8e2809d by lenard lakofka '),
(1722, 'phaulkon dm', ' infobox god name phaulkon nicknames image_name god_phaulkon gif pronun fahl-kahn strength lesser god plane alignment cg portfolio air wind clouds birds archery layer domain superior allies kord dm kord syrul dm syrul lendor dm lendor foes wor_align __toc__ church clergy clerics alignment turn no command no dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priests of phaulkon reqs wisdom 9 prime_reqs wisdom alignment any good weapons bow any club dagger javelin knife longsword short sword spear armor chain mail and less any shield major_sphere all animal flying creatures only astral divination elemental air healing protection summoning travelers weather minor_sphere combat sun req_prof none bonus_prof weather sense animal training any one avian creature as a lesser power phaulkon cannot grant 7th-level spells priests of phaulkon are never attacked by avian creatures including creatures that are partially avian such as hippogriffs or perytons unless first attacked by that priest priests of phaulkon may use   conjure air elemental     exaction     holy word     word of recall     wyvern watch   and   zone of sweet air   as if they had access to those spells respective spheres priests of phaulkon may use the wizard spells   featherfall     fly     fog cloud     gust of wind     ride the wind     solid fog     suffocate     whispering wind   and   wind wall   as if they were priest spells of equal spell level at 5th level priests of phaulkon can   speak with animals   normal birds only at will at 8th level priests of phaulkon can   fly   as the wizard spell once per day at 11th level priests of phaulkon can use   control winds   once per day at 14th level priests of phaulkon can summon a friendly 12 hd air elemental once per weeksources sources sources cebrion at canonfire dragon magazine # 87 u8e2809cgods of the suel pantheon kord the brawler and phaulkon his fatheru8e2809d by leonard lakofka '),
(1723, 'geshtai dm', ' infobox god name geshtai nicknames daughter of the oasis image_name god_geshtai gif pronun gesh-tie strength lesser goddess plane alignment n portfolio lakes rivers wells streams layer domain superior allies foes pyremius dm pyremius wor_align __toc__ church clergy clerics druids alignment turn no command no dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of geshtai reqs wisdom 9 prime_reqs wisdom 9 alignment ng n weapons as cleric plus spear and dagger armor chainmail or less no shield major_sphere all animal creation divination elemental earth elemental water healing plant protection travelers minor_sphere necromantic req_prof none bonus_prof none as a lesser power geshtai cannot grant 7th-level spells with certain exceptions priests of geshtai can pray for   abjure     conjure elemental-kin     conjure water elemental     free action     prayer     spirit of power     time pool     wall of water   and   weather summoning   as if they had access to their respective spheres and spell levels priests of geshtai can identify pure water with perfect accuracy priests of geshtai can   create water   once per day at 3rd level a priest of geshtai can  locate water  once per day this ability functions as the   locate object   spell with a range of one mile per level of the priest at 5th level the priest can   water walk   once per day at 7th level the priest can   part water   once per day at 10th level the priest can   conjure water elemental   once per week; the elemental is guaranteed to be friendlysources sources sources cebrion at canonfire world of greyhawk boxed set 1983 by gary gygax '),
(1724, 'fortubo dm', ' infobox god name fortubo nicknames image_name god_fortubo gif pronun for-too-boh strength lesser god plane alignment lg ln portfolio stone metals mountains guardianship layer domain superior allies moradin dm moradin jascar dm jascar berronar dm berronar foes wor_align __toc__ church clergy clerics alignment turn yes at -2 command no dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name priest of fortubo reqs wisdom 9 prime_reqs wisdom alignment lg weapons warhammer pick mace maul battleaxe staff armor any metal any shield major_sphere all creation divination elemental earth elemental fire healing law necromantic protection wards minor_sphere animal guardian req_prof none bonus_prof none as a lesser power fortubo cannot grant spells of 7th-level dwarves and gnomes can be priests of fortubo; dwarves make up the majority of his clergy by far any hammer may serve as a holy symbol to priests of fortubo even if not consecrated priests of fortubo gain a 1 bonus to hit and damage with any stone or metal weapon at 4th level priests of fortubo gain a 1 bonus on saving throws vs petrification this bonus increases by 1 for every level beyond 4th if a husband and wife are both members of fortubo fortubo''s clergy any offspring they have are guaranteed to have at a minimum wisdom 13 constitution 12 and 11 in all other ability scores sources sources sources cebrion at canonfire dragon magazine #88 1984 gods of the suel pantheon ii syrul fotubo and wee jas by lenard lakofka '),
(1725, 'wee jas dm', ' infobox god name wee jas nicknames the witch goddess ruby sorceress stern lady death death''s guardian image_name god_weejas gif pronun wee jas strength internediate goddess plane alignment ln le portfolio magic death law layer domain superior allies norebo dm norebo boccob dm boccob foes myhriss dm myhriss wor_align any lawful __toc__ church clergy clerics wizards alignment any lawful turn yes command yes dogma dogma dogma day-to-day activities holy days & important ceremonies holy days & important ceremonies holy days & important ceremonies major centers of worship affiliated orders affiliated orders affiliated orders vestments priest name wee jas reqs wisdom 9 prime_reqs wisdom alignment any lawful weapons club dagger flail knife mace morning star sling staff armor chainmail or less no shield major_sphere all astral charm divination elemental earth elemental fire guardian healing law necromantic protection summoning thought time minor_sphere wards weather m req_prof none bonus_prof none priests of wee jas have access to the spell   ability alteration   priests of wee jas can pray for   continual light     create water     flame strike     holy word     light     prayer   and   spiritual hammer   as if they had access to those spell spell''s respective spheres priests of wee jas can cast spells of levels 1 or 2 with a -1 bonus to casting time any spell whose casting time is reduced to 0 or less is considered to have a casting time of u8c2bd at 5th level priests of wee jas can cast spells of levels 1 or 2 with a -2 bonus to casting time at 9th level priests of wee jas can cast spells of levels 3 or 4 with a -1 bonus to casting time at 14th level priests of wee jas can cast spells of levels 3 or 4 with a -2 bonus to casting time and spells of level 5 with a -1 bonus wee jas is reluctant to  raise  anyone who is lower than 9th level or not of a lawful alignment she is only 50 likely to allow her clergy to  raise  a being who is neutral with respect to law and chaos and only 15 likely to allow the  raising  of a chaotic being; she will never allow the  raising  of someone at less than 9th level a priest of wee jas who violates her wishes or who does not consult her wishes first is demoted one experience level and three levels of spellcasting ability until they perform an atonement sources sources sources cebrion at canonfire dragon magazine # 88 u8e2809cgods of the suel pantheon- a terribly diverse trio syrul fortubo and wee jas by leonard lakofka '),
(1726, 'adelbert adelbert''s spell list', ' class wikitable - colspan 6 align center style font-size larger;  1st level  - name sphere s components material component s possessed consumed in casting -   analyze balance   divination numbers v s m 4 iron coins yes no -   bless    curse  all v s m holy water no yes -   calculate   numbers s m miniature ivory abacus yes no -   combine   all v s - - - -   command   law v - - - -   cure light wounds    cause light wounds  healing v s - - - -   detect evil priest detect evil    detect good  divination v s m holy symbol yes no -   detect magic priest detect magic   all v s m holy symbol yes no -   detect poison   divination v s - - - -   endure cold heat   protection v s - - - -   firelight   elemental fire v s m special mix of resins and incense yes yes -   light priest light    darkness  all v s - - - -   log of everburning   elemental fire v s - - - -   orison   all v s - - - -   personal reading   numbers v s m small book of numerological formulae yes no -   protection from chaos   law v s m ring of gold or lead tempered by a chaotic smith no yes -   protection from evil priest protection from evil    protection from good  protection v s m holy water or burning incense yes incense yes -   purify food and drink    putrefy food and drink  all v s - - - -   ring of hands    ring of woe  protection v s - - - - rowspan 2   sanctuary   rowspan 2 protection rowspan 2 v s m holy symbol yes no - small silver mirror yes no - rowspan 2   strength of stone   rowspan 2 elemental earth rowspan 2 v s m chip of granite yes yes - hair from a giant no yes - colspan 6 align center style font-size larger;  2nd level  - name sphere s components material component s possessed consumed in casting -   augury   divination v s m set of gem-laiden sticks dragon bones or similar items of at least 1 000 gp value no no -   calm chaos   law v s - - - -   chant   all v s - - - -   create holy symbol   all v - - - -   cure moderate wounds    cause moderate wounds  healing v s - - - -   detect charm    undetectable charm  divination v s - - - -   enthrall   law v s - - - -   find traps   divination v s - - - -   fire trap   elemental fire v s m holly berries no yes -   flame blade   elemental fire v s m leaf of sumac no yes -   heat metal    chill metal  elemental fire v s m holy symbol yes no -   hold person   law v s m small straight piece of iron yes yes -   moment   numbers v s m set of three silver dice no no -   music of the spheres   numbers v s m set of three silver bows 100 gp each in length ratio 1 4 9 no no -   mystic transfer   all v s - - - -   produce flame   elemental fire v s - - - -   resist acid and corrosion   protection v s - - - -   resist cold fire   protection v s m drop of mercury yes yes - rowspan 2   sanctify    defile  rowspan 2 all rowspan 2 v s m holy symbol yes no - handful of dirt from a place holy to the priest priest''s god no yes - rowspan 2   slow poison   rowspan 2 healing rowspan 2 v s m holy symbol yes no - bud of garlic no yes -   soften earth and stone   elemental earth v s m wet clay from the wheel of a master potter no yes -   withdraw   protection v s - - - '),
(1727, 'analyze balance', ' spell priest level 1 school divination reversible sphere numbers divination range 80 yards comp v s m duration 5 rounds 1 round level cast_time 1 round aoe one creature object or 10'' square save none this spell allows a priest to sense how far a character creature object or area is from a condition of balance &ndash; in other words the degree to which its alignment is removed from true neutral the spell gives no indication of the direction in which the alignment is removed from true neutral except under certain conditions which follow the spell does however indicate along which axis or axes of alignment the variation lies for example a priest uses this spell to analyze the balance of a chaotic neutral creature the spell indicates that the creature is removed from neutral by one grade and the variation is along the law chaos axis; thus the creature must be either chaotic neutral or lawful neutral if the creature were chaotic evil the spell would indicate that it is removed from balance by two grades one along each axis; thus the creature must be chaotic evil chaotic good lawful evil or lawful good a priest has a 5 chance per level of correctly determining the direction of variation along one randomly chosen axis this means that a 10th-level priest evaluating the balance of a chaotic neutral creature would have a 50 chance of learning that the creature is chaotic and hence chaotic neutral since it is only one step away from balance similar to spells such as   detect evil   this spell will not yield a result on a hidden trap if cast on a creature with an intelligence level of animal or non- it will always read true neutral i e zero steps removed from balance the material components are four iron coins which the priest tosses in his hand while concentrating on the spell the coins are not consumed in the casting '),
(1728, 'bless', ' spell priest level 1 school conjuration summoning reversible reversible sphere all range 60 yds comp v s m duration 6 rds cast_time 1 rd aoe 50-ft cube save none upon uttering the  bless  spell the caster raises the morale of friendly creatures and any saving throw rolls they make against  fear  effects by 1 furthermore it raises their attack dice rolls by 1 a blessing however affects only those not already engaged in melee combat the caster determines at what range up to 60 yards he will cast the spell at the instant the spell is completed it affects all creatures in a 50-foot cube centered on the point selected by the caster thus affected creatures leaving the area are still subject to the spell spell''s effect; those entering the area after the casting is completed are not a second use of this spell is to bless a single item for example a crossbow bolt for use against a rakshasa the weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends multiple  bless  spells are not cumulative in addition to the verbal and somatic gesture components the bless spell requires holy water this spell can be reversed by the priest to a  curse  spell that when cast upon enemy creatures lowers their morale and attack rolls by -1 the curse requires the sprinkling of unholy water '),
(1729, 'curse', ' #redirect bless ');
INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1730, 'combine', ' spell priest level 1 school invocation evocation reversible sphere all range touch comp v s duration special cast_time 1 rd aoe circle of priests save none using this spell three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level the highest-level priest or one of them if two or more are tied for highest stands alone while the others join hands in a surrounding circle the central priest casts the  combine  spell he temporarily gains one level for each priest in the circle up to a maximum gain of four levels the level increase affects turning undead and spell details that vary with the caster caster''s level note that the central priest gains no additional spells and that the group is limited to his currently memorized spells the encircling priests must concentrate on maintaining the combine effect they lose all armor class bonuses for shield and dexterity if any of them has his concentration broken the  combine  spell ends immediately if the  combine  spell is broken while the central priest is in the act of casting a spell that spell is ruined just as if the caster were disturbed spells cast in combination have the full enhanced effect even if the combine is broken before the duration of the enhanced spell ends note that the combination is not broken if only the central caster is disturbed '),
(1731, 'command', ' spell priest level 1 school enchantment charm reversible sphere charm range 30 yds comp v duration 1 rd cast_time 1 aoe 1 creature save none this spell enables the priest to command another creature with a single word the command must be uttered in a language understood by the creature the subject will obey to the best of his its ability only as long as the command is absolutely clear and unequivocal; thus a command of suicide is ignored a command to die causes the creature to fall in a faint or cataleptic state for one round but thereafter the creature revives and is alive and well typical commands are back halt flee run stop fall go leave surrender sleep rest etc no command affects a creature for more than one round; undead are not affected at all creatures with intelligence of 13 high or more or those with 6 or more hit dice or experience levels are entitled to a saving throw vs spell adjusted for wisdom creatures with 13 or higher intelligence and 6 hit dice levels get only one saving throw '),
(1732, 'detect evil', '  detect evil  may refer to one of the following   detect evil priest detect evil   the priest spell   detect evil wizard detect evil   the wizard spell disambig '),
(1733, 'detect evil priest', ' spell priest level 1 school divination reversible reversible sphere all range 0 comp v s m duration 1 turn 5 rds level cast_time 1 rd aoe 10 ft x 120 yds save none this spell discovers emanations of evil or of good in the case of the reverse spell from any creature object or area character alignment however is revealed only under unusual circumstances characters who are strongly aligned who do not stray from their faith and who are of at least 9th level might radiate good or evil  if intent upon appropriate actions  powerful monsters such as rakshasas or ki-rin send forth emanations of evil or good even if polymorphed aligned undead radiate evil for it is this power and negative force that enable them to continue existing an evilly cursed object or unholy water radiates evil but a hidden trap or an unintelligent viper does not the degree of evil dim faint moderate strong or overwhelming and possibly its general nature expectant malignant gloating etc can be noted if the evil is overwhelming the priest has a 10 chance per level of detecting its general bent lawful neutral or chaotic the duration of a  detect evil  or  detect good  spell is one turn plus five rounds per level of the priest thus a 1st-level priest can cast a spell with a 15-round duration a 2nd-level priest can cast a spell with a 20-round duration etc the spell has a path of detection 10 feet wide in the direction the priest is facing the priest must concentrate--stop have quiet and intently seek to detect the aura--for at least one round to receive a reading the spell requires the use of the priest priest''s holy symbol as its material component with the priest holding it before him '),
(1734, 'detect good', '  detect good  may refer to one of the following   detect evil priest detect good   the reverse of the priest spell  detect evil    detect evil wizard detect good   the reverse of the wizard spell  detect evil  disambig '),
(1735, 'detect good priest', ' #redirect detect evil priest '),
(1736, 'detect good wizard', ' #redirect detect evil wizard '),
(1738, 'endure cold heat', ' spell priest level 1 school alteration reversible sphere protection range touch comp v s duration 1-&frac12; hrs level cast_time 1 rd aoe creature touched save none the creature receiving this spell is protected from normal extremes of cold or heat depending on which application the priest selects at the time of casting the creature can stand unprotected in temperatures as low as -30 f or as high as 130 f depending on application with no ill effect temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit the spell is immediately cancelled if the recipient is affected by any non-normal heat or cold such as magic breath weapons and so on the cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character for example an  endure cold  spell is cancelled by magical heat or fire as well as by magical cold the recipient of the spell does not suffer the first 10 points of damage after any applicable saving throws from the heat or cold during the round in which the spell is broken the spell ends instantly if either  resist fire  or  resist cold  is cast upon the recipient '),
(1737, 'detect magic priest', ' spell priest level 1 school divination reversible sphere divination range 0 comp v s m duration 1 turn cast_time 1 rd aoe 10 ft x 30 yds save none when the  detect magic  spell is cast the priest detects magical radiations in a path 10 feet wide and up to 30 yards long in the direction he is facing the intensity of the magic can be detected dim faint moderate strong or overwhelming the caster has a 10 chance per level to determine the sphere of the magic but unlike the wizard version of the spell the type of magic alteration conjuration etc cannot be divined the caster can turn scanning a 60 arc per round the spell is blocked by solid stone at least 1 foot thick solid metal at least 1 inch thick or solid wood at least 1 yard thick the spell requires the use of the priest priest''s holy symbol '),
(1739, 'firelight', ' spell priest level 1 school alteration reversible sphere elemental fire range touch comp v s m duration 4 hrs 1 hr 2 levels cast_time 4 aoe 1 object save none this variant of the spell   log of everburning   changes one small fire no larger than a campfire into  firelight  the flame ceases to produce smoke and becomes much cooler; within 1 turn of the spellu8e28099s casting the fire cools enough to be handled or touched barehanded without causing harm the  firelight  is resistant to gusts of wind or poor burning conditions pouring rain lack of air and so on but complete immersion in water vacuum or magical darkness extinguishes the flame immediately  firelight  burns brighter and steadier than a normal flame and a torch enchanted with this spell sheds light in a 30-foot radius instead of the normal 15-foot radius the fuel source lasts throughout the duration of the spell unlike   log of everburning   this spell is not at all useful for staying warm since  firelight  produces very little heat  firelight  inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire but has no other effect on these monsters the material component is a mix of resins and incense thrown into the flame to be affected '),
(1740, 'log of everburning', ' spell priest level 1 school enchantment reversible sphere elemental fire plant range touch comp v s duration 1 hour level cast_time 1 aoe special save none this spell increases the amount of time that a wooden object will burn before being consumed wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell when the spell ends the wooden object crumbles to ash this spell does not cause the wood to catch fire; it must be ignited normally while it burns the wood gives off twice the normal amount of heat; thus a single log can make a cozy fire the affected wood radiates magic the priest may enchant up to 1 cubic foot of wood per level of experience the spell is effective on torches '),
(1741, 'orison', ' spell priest level 1 school various schools reversible sphere all range 10 yds comp v s duration special cast_time 4 aoe varies save none the most humble of priestly spells is the  orison  a brief prayer or invocation of a minor nature typically priests learn a number of  orisons  as acolytes or students in order to hone their spellcasting skills and emphasize concepts ideals or phrases of particular importance to the faith because an  orison  is not even on par with other 1st-level magic a priest memorizes a number of individual  orisons  equal to three 1 per level up to a maximum of nine when he devotes a 1st-level spell slot to orison in other words a 1st-level priest can memorize four  orisons  for one 1st-level spell slot a 2nd-level priest can memorize five and so on unlike   cantrip   an  orison  must have a specific effect although the priest need not decide which incantation he will use until he actually casts the spell regardless of the prayer chosen the  orisonu8e28099s  duration is never more than one round per level known orisons include the following  alleviate  a single creature suffering from nausea or pain is relieved of its discomfort magically induced nausea or pain is only alleviated if the victim passes a saving throw vs spell with a u8e280932 penalty  calm  a single creature that has been startled or frightened is soothed victims suffering from magical fear may attempt a save vs spell with a u8e280932 penalty to calm themselves  clarity  for the duration of the orison the priestu8e28099s speech is clear and free of impedimentu8e28094useful for readings from sacred texts and other such rites magical conditions such as   confuse languages   cannot be overcome by this  orison   courage  the priest gains a 1 bonus to his next attack roll as long as the attack is made within the spellu8e28099s duration  guidance  the priest gains a 1 bonus to a wisdom or intelligence check to determine the right course of action in a moral dilemma or puzzle  healing  by his touch the priest may heal a creature of 1 point of damage  magic sense  if there is a persistent spell effect or magical item within 10 yards the priest feels a recognizable tingle or sensation of some kind he has no way to determine what item or spell may have caused the reaction  memory  any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a 2 bonus to any checks to recall the exact appearance wording or meaning of an item text or message  resistance to magic  the caster gains a 1 bonus to his next saving throw against magic of any type as long as it occurs during the  orisonu8e28099s  duration  resistance to poison  the priest gains a 1 bonus to his next saving throw vs poison as long as it occurs during the  orisonu8e28099s  duration other  orisons  of similar power or scope may be permitted by the dm generally an  orison  should not affect more than one creature or die roll at a time and an  orison  that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage an offensive  orison  would be quite rare and most probably associated with an evil or chaotic priesthood '),
(1742, 'protection from chaos', ' spell priest level 1 school abjuration reversible sphere law range touch comp v s m duration 3 rds level cast_time 4 aoe 1 creature save none resembling the spell   protection from evil   this abjuration wards the creature touched from the attacks of minions of chaos chaotic creatures suffer a u8e280932 penalty to attack rolls against the spell recipient and the subject gains a 2 bonus to saving throws against spells or other attacks employed by chaotic creatures attempts to possess dominate or exercise other forms of mental control against the recipient are automatically blocked by this spell  protection from chaos  also wards the recipient against contact with extraplanar creatures of chaotic origin including tanaru8e28099ri slaad and eladrin unlike   protection from evil   this spell does not necessarily guard against summoned or conjured creatures unless the creatures in question are chaotic in alignment however  protection from chaos  does protect the recipient from creatures influenced by confusion and chaos spells and effects the natural or bodily attacks of such creatures automatically fail as long as the recipient does not use the spellu8e28099s power to trap pin or drive back the chaotic creatures in question the spell ends if the recipient makes a melee attack against creatures that are prevented from attacking him by this spell the material component is a small ring of gold or lead tempered by a chaotic smith note that this spell is not reversible '),
(1743, 'protection from evil priest', ' spell priest level 1 school abjuration reversible reversible sphere protection range touch comp v s m duration 3 rds level cast_time 4 aoe 1 creature save none when this spell is cast it creates a magical barrier around the recipient at a distance of 1 foot the barrier moves with the recipient and has three major effects first all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll and any saving throws caused by such attacks are made by the protected creature with a 2 bonus second any attempt to exercise mental control over the protected creature if for example it has been charmed by a vampire or to invade and take over its mind as by a ghost ghost''s  magic jar  attack is blocked by this spell note that the protection does not prevent a vampire vampire''s charm itself nor end it but it does prevent the vampire from exercising mental control through the barrier likewise an outside life force is merely kept out and would not be expelled if in place before the protection was cast third the spell prevents bodily contact by creatures of an extraplanar or conjured nature such as aerial servants elementals imps invisible stalkers salamanders water weirds xorn and others this causes the natural body weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character this protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature to complete this spell the priest uses holy water or burning incense this spell can be reversed to become  protection from good  with the second and third benefits remaining unchanged the material components for the reverse are a circle of unholy water or smoldering dung '),
(1744, 'purify food and drink', ' spell priest level 1 school alteration reversible reversible sphere all range 30 yds comp v s duration permanent cast_time 1 rd aoe 1 cu ft level in 10 sq ft save none when cast this spell makes spoiled rotten poisonous or otherwise contaminated food and water pure and suitable for eating and drinking up to 1 cubic foot of food and drink per level can be thus made suitable for consumption this spell does not prevent subsequent natural decay or spoilage unholy water and similar food and drink of significance is spoiled by  purify food and drink  but the spell has no effect on creatures of any type nor upon magical potions the reverse of the spell is  putrefy food and drink  this spoils even holy water; however it likewise has no effect upon creatures or potions '),
(1745, 'putrefy food and drink', ' #redirect purify food and drink '),
(1746, 'ring of hands', ' spell priest level 1 school abjuration reversible reversible sphere protection range 0 comp v s duration 2d10 rounds cast_time 5 aoe special save none this is a cooperative magic spell it requires a minimum of two priests and can accommodate a maximum of ten each priest must cast  ring of hands  on the same round at the end of the casting the priests involved join hands thus completing the spell if any priest breaks the circle the spell immediately ceases the priests may not move from their locations but are free to speak they may not cast spells requiring a somatic or material component while the ring is formed the  ring of hands  forms a protective barrier around the priests and everything within their circle for each priest assume a five-foot circumference of the circle; thus three priests would create a circle of 15-foot circumference for easy calculation assume that for each priest the circle can accommodate four persons the barrier functions as a   protection from evil priest protection from evil   spell attacks by evil creatures suffer a -1 penalty for every priest forming the circle saving throws made by the priests or anyone in the circle against attacks from such creatures receive a 1 bonus for every priest in the circle attempts at mental control over protected creatures are blocked extraplanar and conjured creatures are unable to touch the priests and those within the circle although melee attacks against such creatures by those within the ring break the barrier because the priests casting the spell cannot move and must hold hands they do not receive any dexterity bonuses to armor class furthermore opponents gain a 2 bonus on attack rolls against the priests since there is little they can do to avoid a blow creatures within the ring are free to act as they wish melee attacks by those within the ring are limited to piercing weapons and suffer a -1 penalty to attack rolls since the priests intervene the reverse of this spell  ring of woe  functions as detailed above except the effect applies to good creatures as would a  protection from good  spell '),
(1747, 'protection from evil', '  protection from evil  may refer to one of the following   protection from evil priest protection from evil   the priest spell   protection from evil wizard protection from evil   the wizard spell   protection from evil 10'' radius priest protection from evil 10'' radius   the priest spell disambig '),
(1748, 'sanctuary', ' spell priest level 1 school abjuration reversible sphere protection range touch comp v s m duration 2 rds 1 rd level cast_time 4 aoe 1 creature save none when the priest casts a  sanctuary  spell any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs spell if the saving throw is successful the opponent can attack normally and is unaffected by that casting of the spell if the saving throw is failed the opponent loses track of and totally ignores the warded creature for the duration of the spell those not attempting to attack the subject remain unaffected note that this spell does not prevent the operation of area attacks   fireball     ice storm   etc while protected by this spell the subject cannot take direct offensive action without breaking the spell but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action this allows a warded priest to heal wounds for example or to   bless   perform an   augury     chant   cast a   light   in the area but not upon an opponent and so on the components of the spell include the priest priest''s holy symbol and a small silver mirror '),
(1749, 'strength of stone', ' spell priest level 1 school invocation evocation reversible sphere elemental earth range touch comp v s m duration 3 rds 1 rd level cast_time 4 aoe 1 creature save none this spell grants supernatural strength to the recipient by raising his strength score by 1d4 points or to a minimum of 16 whichever is higher each 10 of exceptional strength counts as 1 point so a character with a strength of 17 could be raised as high as an 18 30 but no higher both the priest and the recipient must be in contact with solid stone or earth when the spell is castu8e28094standing on the ground will do nicely but flying or swimming will not the spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth obviously this can happen in a number of ways including being picked up or grappled by a larger creature being knocked through the air by an impact or explosion or even being magically moved in some fashion the material components are a chip of granite and a hair from a giant '),
(1750, 'augury', ' spell priest level 2 school divination reversible sphere divination range 0 comp v s m duration special cast_time 2 rds aoe special save none the priest casting an  augury  spell seeks to divine whether an action in the immediate future within one-half hour will benefit or harm the party for example if a party is considering the destruction of a weird seal that closes a portal an  augury  spell can be used to find if weal or woe will be the immediate result if the spell is successful the dm yields some indication of the probable outcome weal woe or possibly a cryptic puzzle or rhyme the base chance for receiving a meaningful reply is 70 plus 1 for each level of the priest casting the spell; for example 71 at 1st level 72 at 2nd etc your dm determines any adjustments for the particular conditions of each augury for example if the question is will we do well if we venture to the third level and a terrible troll guarding 10 000 sp and a  shield 1  lurks near the entrance to the level which the dm estimates the party could beat after a hard fight the augury might be great risk brings great reward if the troll is too strong for the party the augury might be woe and destruction await likewise a party casting several auguries about the same action in quick succession might receive identical answers regardless of the dice rolls the material component for an  augury  spell is a set of gem-inlaid sticks dragon bones or similar tokens of at least 1 000 gp value which are not expended in casting '),
(1751, 'calm chaos', ' spell priest level 2 school enchantment charm reversible sphere law range 20 yards comp v s duration special cast_time 1 aoe 1d6 creatures level save special this spell temporarily calms a chaotic situation involving a group of people the situation may involve any range of emotions from violence as in a barroom brawl to joy and merrymaking as in a festival or carnival unlike the   emotion   spell  calm chaos  does not cause a change in the emotions of affected creatures--anger fear or intense joy remain in each individual the emotion is simply restrained rather than released thus an angry character intent on attacking someone will still feel the desire to do so but he will withhold his action as long as the spell remains in effect creatures to be affected are allowed a saving throw vs spell at a -4 penalty to avoid the effects if more creatures are present than can be affected creatures nearest the caster are affected first after casting the spell the priest makes a charisma check if successful all characters affected by the spell are compelled to stop what they are doing they are filled with the sensation that something important is about to occur at this time the priest or a character of his choosing must gain the attention of the affected creatures by giving a speech performing for the crowd or casting spells with intriguing visual effects such as   dancing lights   the attention of the crowd is then held for as long as the distraction continues a character could filibuster and maintain control over the affected characters for hours or days two conditions will cause the group to resume its original actions in the first the method of entertaining the crowd ceases for one round--the speech ends or the spell expires if this action is not replaced with another distraction within one round the crowd is freed of the spell in the second condition if an event occurs that is more immediate than the distraction the crowd will divert its attention to that event thus if the spell were used to stop a barroom brawl and the building caught fire or was attacked the crowd crowd''s attention would be diverted and the individuals could act freely creatures whose attention is held by the spell cannot be instructed to attack or perform any action such creatures will ignore suggestions of this nature depending on the nature of the request the dm may deem that the suggestion causes a distraction that ends the spell '),
(1752, 'chant', ' spell priest level 2 school conjuration summoning reversible sphere combat range 0 comp v s duration time of chanting cast_time 2 rds aoe 30-ft radius save none by means of the  chant  spell the priest brings special favor upon himself and his party and causes harm to his enemies when the  chant  spell is completed all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain 1 bonuses while those of the priest priest''s enemies suffer -1 penalties this bonus penalty continues as long as the caster continues to chant the mystic syllables and is stationary however an interruption such as an attack that succeeds and causes damage grappling with the chanter or a   silence   spell breaks the spell multiple chants are not cumulative; however if the 3rd-level   prayer   spell is spoken while a priest of the same religious persuasion not merely alignment is chanting the effect is increased to 2 and -2 '),
(1753, 'detect charm', ' spell priest level 2 school divination reversible reversible sphere divination range 30 yds comp v s duration 1 turn cast_time 1 rd aoe 1 creature rd save neg when used by a priest this spell can detect if a person or monster is under the influence of a  charm  spell or similar control such as   hypnosis     suggestion     beguiling     possession   etc the creature rolls a saving throw vs spell and if successful the caster learns nothing about that particular creature from the casting a caster who learns that a creature is being influenced has a 5 chance per level to determine the exact type of influence up to 10 different creatures can be checked before the spell wanes if the creature is under more than one such effect only the information that the charms exist is gained the type since there are conflicting emanations is impossible to determine the reverse of the spell  undetectable charm  completely masks all charms on a single creature for 24 hours '),
(1754, 'undetectable charm', ' #redirect detect charm '),
(1755, 'enthrall', ' spell priest level 2 school enchantment charm reversible sphere charm range 0 comp v s duration special cast_time 1 rd aoe 90-ft radius save neg a priest using this spell can enthrall an audience that can fully understand his language those in the area of effect must successfully save vs spell or give the caster their undivided attention totally ignoring their surroundings those of a race or religion unfriendly to the caster caster''s have a 4 bonus to the roll any wisdom adjustment also applies creatures with 4 or more levels or hit dice or with a wisdom of 16 or better are unaffected to cast the spell the caster must speak without interruption for a full round thereafter the enchantment lasts as long as the priest speaks to a maximum of one hour those enthralled take no action while the priest speaks and for 1d3 rounds thereafter while they discuss the matter those entering the area of effect must also successfully save vs spell or become enthralled those not enthralled are 50 likely every turn to hoot and jeer in unison if there is excessive jeering the rest are allowed a new saving throw the speech ends but the 1d3 round delay still applies if the priest is successfully attacked or performs any action other than speaking if the audience is attacked the spell ends and the audience reacts immediately rolling a reaction check with respect to the source of the interruption at a penalty of -10 note when handling a large number of saving throws for similar creatures the dm can assume an average to save time; for example a crowd of 20 men with a base saving throw of 16 25 success chance will have 15 men enthralled and five not '),
(1756, 'find traps', ' spell priest level 2 school divination reversible sphere divination range 0 comp v s duration 3 turns cast_time 5 aoe 10 ft x 30 yds save none when a priest casts a  find traps  spell all traps &ndash; concealed normally or magically &ndash; of magical or mechanical nature become apparent to him note that this spell is directional and the caster must face the desired direction in order to determine if a trap is laid in that particular direction a trap is any device or magical ward that meets three criteria it can inflict a sudden or unexpected result the spellcaster would view the result as undesirable or harmful and the harmful or undesirable result was specifically intended as such by the creator thus traps include alarms glyphs and similar spells or devices the caster learns the general nature of the trap magical or mechanical but not its exact effect nor how to disarm it close examination will however enable the caster to sense what intended actions might trigger it note that the caster caster''s divination is limited to his knowledge of what might be unexpected and harmful the spell cannot predict actions of creatures hence a concealed murder hole or ambush is not a trap nor are natural hazards considered traps a cavern that floods during a rain a wall weakened by age a naturally poisonous plant etc if the dm is using specific glyphs or sigils to identify magical wards see the 3rd-level spell   glyph of warding   this spell shows the form of the glyph or mark the spell does not detect traps that have been disarmed or are otherwise inactive '),
(1757, 'fire trap', ' spell priest level 2 school abjuration evocation reversible sphere elemental fire range touch comp v s m duration permanent until discharged cast_time 1 turn aoe object touched save &frac12; any closeable item book box bottle chest coffer coffin door drawer and so forth can be warded by a  fire trap  spell the spell is centered on a point selected by the spellcaster the item so trapped cannot have a second closure or warding spell placed upon it a   knock   spell cannot affect a  fire trap  in any way &ndash; as soon as the offending party opens the item the trap discharges as with most magical traps a thief has only half his normal find traps score to detect a fire trap failure to remove it successfully detonates it immediately an unsuccessful   dispel magic   spell will not detonate the spell when the trap is discharged there will be an explosion of 5-foot radius from the spell spell''s center all creatures within this area must roll saving throws vs spell damage is 1d4 points plus 1 point per level of the caster and half that total amount for creatures successfully saving under water this ward inflicts half damage and creates a large cloud of steam the item trapped is not harmed by this explosion the caster can use the trapped object without discharging it as can any individual to whom the spell was specifically attuned when cast the method usually involves a key word to place this spell the caster must trace the outline of the closure with a stick of charcoal and touch the center of the effect attunement to another individual requires a hair or similar object from the individual the material components are holly berries '),
(1758, 'flame blade', ' spell priest level 2 school evocation reversible sphere elemental fire range 0 comp v s m duration 4 rds 1 rd 2 levels cast_time 4 aoe 3-ft long blade save none with this spell the caster causes a blazing ray of red-hot fire to spring forth from his hand this bladelike ray is wielded as if it were a scimitar if the caster successfully hits with the flame blade in melee combat the creature struck suffers 1d4 4 points of damage with a damage bonus of 2 i e 7-10 points if the creature is undead or is especially vulnerable to fire if the creature is protected from fire the damage inflicted is reduced by 2 i e 1d4 2 points fire dwellers and those using fire as an innate attack form suffer no damage from the spell the flame blade can ignite combustible materials such as parchment straw dry sticks cloth etc however it is not a magical weapon in the normal sense of the term so creatures other than undead struck only by magical weapons are not harmed by it this spell does not function under water in addition to the caster caster''s holy symbol the spell requires a leaf of sumac as a material component '),
(1759, 'hold person', ' spell priest level 2 school enchantment charm reversible sphere charm law range 120 yds comp v s m duration 2 rds level cast_time 5 aoe 1d4 persons in 20-ft cube save neg this spell holds 1d4 humans demihumans or humanoid creatures rigidly immobile and in place for a minimum of six rounds the spell lasts 2 rounds per caster level and the priest must be of at least 3rd level to cast the spell the  hold person  spell affects any bipedal human demihuman or humanoid of man size or smaller including brownies dryads dwarves elves gnolls gnomes goblins half-elves halflings half-orcs hobgoblins humans kobolds lizard men nixies orcs pixies sprites troglodytes and others thus a 10th-level fighter could be held while an ogre could not the effect is centered on a point selected by the caster and it affects persons selected by the caster within the area of effect if the spell is cast at three persons each gets a normal saving throw; if only two persons are being enspelled each rolls his saving throw with a -1 penalty; if the spell is cast at only one person the saving throw die roll suffers a -2 penalty saving throws are adjusted for wisdom those who succeed on their saving throws are totally unaffected by the spell undead creatures cannot be held held creatures cannot move or speak but they remain aware of events around them and can use abilities not requiring motion or speech being held does not prevent the worsening of the subjects condition due to wounds disease or poison the priest casting the  hold person  spell can end the spell with a single utterance at any time; otherwise the duration is six rounds at 3rd level eight rounds at 4th level etc the spellcaster needs a small straight piece of iron as the material component of this spell '),
(1760, 'moment', ' spell priest level 2 school divination reversible sphere numbers range 0 comp v s m duration 1 round level cast_time 1 round aoe 50-foot radius save none theoretically every action has a particular moment at which it will have its greatest possible effect using the arcane mathematics of this spell the priest can determine the ideal moment for any single action in each round that the spell is in effect this action must be performed by a character other than the priest in practice another character informs the priest of an action he wants to undertake in a round the priest concentrates on the action then informs the character when the correct moment has come the character then gains a bonus of 20 4 on a d20 to the success of his action the spell can affect only a single action in a given round when used in combat the priest can advise the best moment to initiate an action affecting initiative or what moment offers the greatest success in striking affecting the chance to hit if the character seeks advice concerning initiative he gains a -2 modifier to the initiative roll but only at the cost of -2 on his chance to hit characters who seek the best attack frequently delay their actions these characters suffer a 1 on their initiative roll but gain a 4 on their chance to hit the spell cannot affect the amount of damage caused since the act striking has already succeeded at that point characters are not obliged to wait for the moment specified by the priest for example a fighter might decide that striking first is more important than gaining 4 to hit the character can act normally based on his or her unmodified initiative the character gains no bonus from the  moment  spell and the priest can affect no other action in that round noncombat actions can also benefit from the  moment  spell for example a thief planning to climb a wall may wait to start her climb until the priest informs her that the moment is right if she waits she gains a bonus of 20 to her climb walls roll in this case the bonus is subtracted from her roll while concentrating on this spell the priest can take no other action a break in the priest priest''s concentration &ndash; taking damage in combat for example &ndash; terminates the spell instantly the material component is a set of three silver dice which the priest tosses in his hand while concentrating on the spell the dice are not consumed in the casting '),
(1761, 'music of the spheres', ' spell priest level 2 school enchantment charm reversible sphere numbers charm range 50 yards comp v s m duration 1 turn 1 round level cast_time 4 aoe 20-foot-diameter circle save neg with this spell the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener making it difficult for the listener to attack or otherwise harm the priest the listener receives a normal saving throw against this effect failure means that the listener is entranced and is unable to attack the priest for the duration of the spell in addition the music makes the subject gullible and more susceptible to charm magics such as   charm person     suggestion   and   hypnotism   while the music spell is in effect the subject saves against charm spells with a -3 penalty this effect occurs regardless of saving throw result this spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else the spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell  music of the spheres  can affect one creature per three levels of the priest one subject at 3rd level two at 6th level etc subjects must be within a 20-foot-diameter circle potential victims must have intelligence of at least 1 necessary to understand the concept of music and must be able to hear the music i e they cannot be deaf and there can be nothing obstructing the victim victim''s ears this also means that the level of background noise must be low enough for the music to be audible the dm should assume that the music is the same volume as an average human human''s normal speaking voice if the potential subject could not hear speech at the appropriate range under prevailing conditions the spell cannot affect that subject the spell would be virtually useless in the midst of a full-scale battle or during a hurricane the material component comprises a set of three small bows made from fine silver each costing 100 gp the lengths of the bows must be in the ratio of 1 to 4 to 9 the priest strokes these bows together in an intricate sequence while casting the spell the bows are not consumed in the casting '),
(1762, 'mystic transfer', ' spell priest level 2 school invocation evocation reversible sphere charm range 0 comp v s duration 9 rounds cast_time 1 round aoe the caster save none this spell is one of the few cooperative spells that requires one priest to cast the transfer spell but another priest to use its effect on one round a priest or priests casts the mystic transfer the spell is then active for the remaining nine rounds of the turn  mystic transfer  allows a priest to receive spells from another priest of the same ethos any priest of the same religion can cast a spell and transfer it to a second priest within that spell spell''s maximum range the spell does not take effect; instead it is channelled through the  mystic transfer  into the receiving priest this priest must immediately cast the spell or pass it to another priest cloaked in a  mystic transfer  within the spell spell''s range any number of transfers can be made in the same round provided each new recipient is within spell range of the previous recipient if the spell is not transferred the spell takes effect for example a 3rd-level priest casts a  mystic transfer  on the following round a 10th-level priest passes a   flame strike   to the 3rd-level priest the two priests could be 60 yards apart the maximum range of the   flame strike   the 3rd-level priest could then use the   flame strike   to attack any target within 60 yards or could pass the spell on to another priest who has an active  mystic transfer  the spell passed by the  mystic transfer  has the range area of effect damage and other effects equal to the level of the original caster in the example above the flame strike would function as if cast by a 10th-level priest the  mystic transfer  does not require concentration however on any round in which a priest is receiving and or transferring a spell the caster cannot take any other significant action a priest can receive spells only from priests who worship the same deity and who specifically target spells to him area effect spells may be passed a priest can never use  mystic transfer  to pluck an opponent opponent''s spells out of the air '),
(1763, 'produce flame', ' spell priest level 2 school alteration reversible sphere elemental fire range 0 comp v s duration 1 rd level cast_time 5 aoe special save none a bright flame equal in brightness to a torch springs forth from the caster caster''s palm when he casts a  produce flame  spell the flame does not harm the caster but it is hot and it causes the combustion of flammable materials paper cloth dry wood oil etc the caster is capable of hurling the magical flame as a missile with a range of 40 yards considered short range the flame flashes on impact igniting combustibles within a 3-foot diameter of its center of impact and then it goes out a creature struck by the flame suffers 1d4 1 points of damage and if combustion occurs must spend a round extinguishing the fire or suffer additional damage assigned by the dm until the fire is extinguished a miss is resolved as a grenadelike missile if any duration remains to the spell another flame immediately appears in the caster caster''s hand the caster can hurl a maximum of one flame per level but no more than one flame per round the caster can snuff out magical flame any time he desires but fire caused by the flame cannot be so extinguished this spell does not function under water '),
(1764, 'resist acid and corrosion', ' spell priest level 2 school abjuration reversible sphere protection range touch comp v s duration 1 rd level cast_time 5 aoe creature touched save none this spell provides a subject with a better resistance to acid corrosives and caustic substances of all kinds mild corrosives cannot harm the subject at all although they can still damage his gear more intense acids and corrosives black dragon breath   melfu8e28099s acid arrow   and the natural attacks of various puddings oozes slimes and jellies inflict only half the normal damage on the protected character if the attack requires a saving throw the subject gains a 3 bonus sustaining half damage with a failed save or one-quarter damage with a successful saving throw '),
(1765, 'resist cold fire', ' spell priest level 2 school alteration reversible sphere protection range touch comp v s m duration 1 rd level cast_time 5 aoe 1 creature save none when this spell is placed upon a creature by a priest the creature creature''s body is toughened to withstand heat or cold as chosen by the caster the spell grants the creature complete immunity to mild conditions standing naked in the snow or reaching into an ordinary fire to pluck out a note the recipient can somewhat resist intense heat or cold whether natural or magical in origin such as red-hot charcoal a large amount of burning oil flaming swords fire storms fireballs meteor swarms red dragon dragon''s breath frostbrand swords ice storms   wand of frost wands of frost   or white dragon dragon''s breath in all of these cases the temperature affects the creature to some extent the recipient of the spell gains a bonus of 3 to saving throws against such attack forms and all damage sustained is reduced by 50 ; therefore if the saving throw is failed the creature sustains one-half damage and if the saving throw is successful the creature sustains only one-quarter damage resistance to fire lasts for one round for each experience level of the priest placing the spell the caster needs a drop of mercury as the material component of this spell '),
(1766, 'sanctify', ' spell priest level 2 school conjuration summoning reversible reversible sphere all range 10 yards comp v s m duration special cast_time 1 turn aoe 10 yards 10 yards square priest save none this cooperative spell allows the priests to create a beneficial atmosphere within a specified area companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area the spell can be cast by a single priest or a group of priests after casting  sanctify  the affected area is imbued with the deity deity''s majesty for followers of that deity the area radiates a holy aura these followers gain a 2 bonus to saving throws against all fear- and charm-based powers persons of the same alignment as the caster but of different faiths gain a 1 to saving throws the effect applies only as long as the characters remain in the sanctified area creatures intent on harming the priest or his followers suffer a -1 on saving throws vs fear and charm when on sanctified ground undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher although this spell can be cast by a single priest it is most effective when cast by several priests at once the duration of the spell is equal to one round per level of the caster when several priests cast the spell the level of the most powerful priest is used with two rounds added for every contributing priest thus one 8th-level and three 6th-level priests would give the spell a duration of 14 rounds 8 2 2 2  sanctify  is often used in conjunction with   focus   to protect the grounds of a temple or encourage men defending a castle the material components are the priest priest''s holy symbol and a handful of dirt from the grounds of an existing temple of the same faith the reverse of this spell  defile  functions in an identical manner with respect to saving throws for charm and fear however priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level the material components for the reverse are the priest priest''s holy symbol and a handful of earth from a grave '),
(1767, 'defile', ' #redirect sanctify '),
(1768, 'slow poison', ' spell priest level 2 school necromancy reversible sphere healing range touch comp v s m duration 1 hr level cast_time 1 aoe 1 creature save none when this spell is placed upon a poisoned individual it greatly slows the effects of venom if cast upon the victim before the poison takes full effect this period known as the onset time is known to the dm while this spell does not neutralize the venom it does prevent it from substantially harming the individual for the duration of its magic in the hope that during that spell period the poison can be fully cured the material components of the  slow poison  spell are the priest priest''s holy symbol and a bud of garlic that must be crushed and smeared on the wound or eaten if poison was ingested ');
INSERT INTO `wiki_searchindex` (`si_page`, `si_title`, `si_text`) VALUES (1769, 'soften earth and stone', ' spell priest level 2 school alteration reversible sphere elemental earth range 10 yds level comp v s m duration permanent cast_time 5 aoe 10-ft square level save none when this spell is cast all natural undressed earth or stone in the area of effect is softened wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay easily molded or chopped the priest affects a 10-foot square area to a depth of 1 to 4 feet depending on the toughness or resilience of the ground at that spot dm option magical or enchanted stone cannot be affected by this spell nor can dressed or worked stone creatures attempting to move through an area softened into mud are reduced to a move of 10 feet per round any creatures caught within the mud when the spell takes effect must make a saving throw vs paralyzation or lose the ability to move attack or cast spells for 1d2 rounds as they flounder about in the muck loose dirt is not as troublesome as mud and creatures are only reduced to half their normal movement rate with no chance of being caught for a round or two however it is impossible to run sprint or charge over either surface stone softened into clay does not hinder movement but it does allow characters to cut shape or excavate areas they may not have been able to affect before for example a party of pcs trying to break out of a cavern might use this spell to soften a wall while  soften earth and stone  does not affect dressed or worked stone vertical surfaces such as cliff faces or cavern ceilings can be affected usually this causes a moderate collapse or landslide as the loosened material peels away from the face or roof and falls a moderate amount of structural damage can be inflicted to man-made structures by softening the ground beneath a wall or tower causing it to settle however most well-built structures will only be damaged by this spell not destroyed the material component is a bit of slip wet clay from the wheel of a master potter '),
(1770, 'withdraw', ' spell priest level 2 school alteration reversible sphere protection range 0 comp v s duration special cast_time 5 aoe the caster save none by means of a  withdraw  spell the priest in effect alters the flow of time with regard to himself while but one round of time passes for those not affected by the spell the priest is able to spend two rounds plus one round per level in contemplation thus a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others the dm should allow the player one minute of real time per round withdrawn to ponder some problem or question no discussion with other players is permitted note that while affected by the  withdraw  spell the caster can use only the following spells any divination spell or any curing or healing spell the latter on himself only the casting of any of these spells in different fashion for example a   cure light wounds   spell bestowed upon a companion negates the  withdraw  spell similarly the withdrawn caster cannot walk or run become invisible or engage in actions other than thinking reading and the like he can be affected by the actions of others losing any dexterity or shield bonus any successful attack upon the caster breaks the spell '),
(1771, 'dyvers', ' used from source by anna of canonfire '),
(1772, 'greyhawk', ' used from source by anna of canonfire '),
(1835, 'innovators', ' inventors and innovators there are a number of sages wizards and other such personages who although not well-known in the general sense have made a name for themselves in history as being the developer of a number of interesting or useful devices   heward   a compatriot of the great inventor murlynd during his adventuring days having since followed in his friend friend''s path he is most well-known for the item known by many that bares his name the   heward heward''s handy haversack handy haversack   combining the enchantments of a normal   bag of holding   with the design of an adventurer adventurer''s pack this item is indispensable to many travelers today less well-known but equally innovative is his   heward heward''s mystical organ mystical organ   an expression of his bardic talents a combination of excellent design and creative magical applications this mystical musical instrument was powered by a number of ensorcelled air elementals and said to be so complicated that only heward himself could play it without flaw story has it that this organ was originally developed to test heward ''s belief that a single song could describe the universe adn the proper melody could impose its effects upon the world; if true then it seems he was quite successful another of murlynd ''s allies   daern   is believed by some to have been the one to have inspired murlynd to develop his unique blend of technology and magic in the first place although this is debated by others it is true though that his original work   components and reactions of phosphorus   was one of the first recorded blends of the two fields showing how this compound could be used to manipulate or affect a number of relatively common pyromantic incantations through the applications of research of a definitely scientific nature following in the footsteps of daern is a current researcher in the field from furyondy   thomas arbane   much as daern ''s earlier work arbane is well-known for looking at how common compounds influence existing spells as seen in his first work   sulphur influence and actions   a look at the use of the aforementioned substance in a collection of spells manipulating the element of fire he continued branching further off of the pre-existing work in the field with a variety of studies of this nature focusing on a wide variety of magical fields   mizaab zalen   a mage of the city of greyhawk specializing in the art of flight many of the flight spells known to oerth now were improved upon to their current point by mizaab and many items regarding this ability currently in circulation have been traced to his creation not merely limited to flight of a mystical nature he is also credited with the development of a number of devices made in an attempt to achieve such a feat mechanically including various sorts of wings gliders and even an attempt at a mechanical bird made to carry two men unfortunately all his attempts to date have failed horribly and his theories in this vein are considered by most learned men to be completely unviable also a master aerial cartographer mizaab is credited with the development of his own system of recording the variations on different types of slopes of a terrain unfortunately his predilection for ranting on the subject of the semi-mythical greyhawk dragon dragons and certain more autere spell theories have hurt his reputation among the circles of magi a somewhat recent development in the field of navigation was put forward by one   harold bestemen   of furyondy in the year 536 cy overcast conditions often make traditional navigational methods unusable in the days from harvester through planting a large portion of the year and one does not always have access to a priest of celestian or fharlanghn to aid in determining ones location this sailor however noticed certain useful properties of lodestones allowing them to be used to alter small metal needles in such a way that they can be used to identify north or south this device which many know today as a compass has been invaluable to many sailors or explorers especially in other areas similarly afflicted with poor weather for stellar reckoning although since retired from his days as a navigator he still offers his expertise to those seeking it in the city of willip another important sailing innovation spawns from monmurg capital of the hold of the sea princes through   hakima al-basira   an ekbir expatriate although not responsible for any original inventions her astronomical observations resulted in her developing a much improved model of the baklunish astrolabe in 565 cy one currently spreading widely throughout the coastal cities of the flanaess in addition her treatise on astronomy the   almanach perpetuum   is known to many the continent over as an expert work in its field a major development in mining came via the actions of   charles vondesmerc   of bellport in the great kingdom foreman of a minor mine in the surrounding hills around 510 cy his workers while extracting copper ore managed to crack into a small artesian flooding the lower reaches of the mine and killing almost 20 slave laborers activity was at a halt for weeks until vondesmerc had the idea of applying an old concept in a new way he came up with the concept of using a common method of easily grinding corn the water wheel instead of turning a mill however this wheel would instead be used to drain the water from the bottom of the shaft attaching it to a block-and-tackle-like system to which was installed a series of buckets this idea soon caught on leading to the use of the water wheel now in a wide variety of applications; running bellows grinding ore and in at least one case even using a hammer at a smithy to jump into the somewhat-distant past the first refracting telescope was developed in 378 cy by  sir eddard divalens   of dyvers within 50 years the concept has spread across the flanaess and today this item is well-known if still uncommon in all seafaring lands '),
(1836, 'kingdom of furyondy', ' infobox country native_name kingdom of furyondy common_name furyondy image_coat coat_furyondy gif image_map capital chendl major_cities baranford caronis crockport free borough gorsend grabford greatwall kisail libernen littleberg pantarn redoubt willip provinces eight major provinces ruled by hereditary nobility resources foodstuffs cloth gold wines fish shipbuilding supplies languages common ferrond velondi elven halfling government_type feudal monarchy hereditary kingship limited by noble council leader_title king leader_name belvor iv citizen furyondian population 1 378 000 demographics human human osbf elf elf sylvan halfling elf elf high dwarf gnome elf half-elf orc half-orc demographic_numbers 1 088 600 74 400 68 900 49 600 41 300 27 500 13 800 13 800 religions heironeous rao st cuthbert zilchus trithereon fharlanghn beory alignment lg ng ln platinum paladin gold wheat-sheaf electrum knight silver sheridan copper common allies veluna shield lands highfolk ulek ulek states verbobonc dyvers knights of the hart enemies iuz human rhennee distrusted horned society footnotes culture culture culture a bastion of good in the heartlands of the flanaess furyondy leads the charge in fighting off the forces of evil driving back the forces of iuz country iuz and the horned society its people tend to reflect this position with its populace generally being quick to defend that they see as an injustice though occasionally with a lack of foresight along these lines and contrary to what such close proximity of less well-meaning countries the populace of furyondy has little fear of the possibility of invasion trusting in the military of belvor iv king belvor to defend them from outside threats geography geography geography modern furyondy spans the land between the velverdyva and veng river rivers from the nyr dyv in the south to the southern shore of lake whyestil in the north though it does border the vesve forest it claims only a small part of those woods given furyondy furyondy''s central position travel through it is both common and necessary; as a result furyondy boasts one of the best road systems in the flanaess one said to be matched only by the  dirawein  of the great kingdom the two great lakes that border furyondy help to moderate its weather throughout most of the year rain is more common in the north than the south and though winter tends to bring much snow it is not particularly harsh military military military furyondy boasts one of the most impressive standing armies in the flanaess augmented by mercenaries and adventures from distant lands the full force of infantry and cavalry stand at about twenty thousand soldiers with roughly the same number of warriors provided by local lords the furyondian royal navy based in willip patrols the nyr dyv keeping the coasts mostly free of pirates and dangerous monsters the willip arsenal the home part of the royal navy is the largest dockyard in the flanaess capable of handling upwards of 3 dozen galleasses simultaneously while drydocking a further dozen history history history the realm today known as furyondy begun life as a number of small states scattered about the central lands of the flanaess they were annexed by the great kingdom for the purpose of giving aerdy a strong satrapy on the western frontier giving them a point from which to conquer further lands these small realms were merged c 100 cy into the viceroyalty of ferrond one of four viceroyalties of the kingdom of aerdy it became the largest of the four consisting of modern-day furyondy then known as furyon and veluna voll highfolk the shield lands the quaglands today known as perrenland and the hilly regions northeast of the vesve forest then known as the northern reaches the viceroy ruled from the capital of dyvers and was attended by scores of noble oeridian families emigrated from the great kingdom ; even an ennobled flan ferrond followed the feudalistic model used by aerdy to great benefit bringing in considerable profit to the coffers of rauxes though making life fairly difficult for the majority of ferrondians as the great kingdom fell more and more into corruption the nobles of ferrond withheld more and more of their tithes ruling by their own writ more than the commands of the distant overking the death of stinvri viceroy stinvri in 254 cy signaled a change in ferrondian politics they refused to bow any further to the dangerous incompetence of rauxes instead installing stinvri ''s heir as thrommel i king of furyondy and though the coronation led to much celebration in dyvers it resulted in considerable anguish for aerdy half-hearted skirmishes in the lands north of the nyr dyv exploded into conflict bordering on all-out war however any chance of of aerdy checking the ferrondian movement was dashed if not through their own military incompetence then through the sudden unrest amongst the northern barbarians drawing their attention away from the seceding lands and though it took the court of essences more than a century to acknowledge furyondy furyondy''s independence after 260 cy they suffered no serious opposition to their withdrawl their new-found state however led to a quicly growing sense of pride culminating in a brief expansionist phase that ended up seeing the annexation of bissel from keoland in 438 cy this phase was cut short however with the secession of voll later veluna in 448 cy as well as the strength of keoland to the south these events were a splash of water to the face of furyondy and the nation settled down granting bissel its own independence a mere 39 years after it was taken things were not to remain calm for long however for the year 479 cy saw the coming of one of the most dangerous forces of evil the flanaess has ever known iuz god iuz originally claiming to be the heir of a minor furyondian noble upon that noble noble''s death he recieved his entire holdings holdings which he proceeded to use as a base to strike out from within the year the three neighboring fiefdoms were captured and by 500 cy he had taken land as far as the walled city of molag in the following years his true nature quickly showed itself and much of the northern reaches was lost to iuz god iuz furyondy furyondy''s preoccupations were shifted from internal politics and foreign treaties to this demon-spawned tyrant rampaging across the land unchecked and though avras king avras and his northern margraves entreated their southern kinsmen for aid they recieved none in 505 cy however as quickly as he had appeared iuz god iuz vanished with iuz god iuz ''s men lost at least for the time being without their leader furyondy quickly retook those lands captured from them and took on the position of defending the heartlands of the flanaess from further strikes the current ruler of furyondy belvor iv king belvor iv took the throne in 537 cy and he has so far been a most noble and just king bringing his nation into an even tighter allegiance with veluna he has ceasely warred with the horned society and the lands of iuz even lending contingents to expeditions into the bandit kingdoms his actions have allowed furyondy to hold the reputation it has well earned over the last 70 years while continuing to be the first line of defense against the forces of evil '),
(1837, 'furyondy', ' '),
(1838, 'viceroyalty of ferrond', ' #redirect kingdom of furyondy '),
(1839, 'otheruses4', '  for 2 see 3   '),
(1840, 'human', ' though there are a number of nonhumans that populate the flanaess the majority is made up by far of humans there are five major races of humanity though most of these subraces have mixed over time though unmixed human races exist in several enclaves for the most part the suel flan oeridians and baklunish have mixed to form a variety of blended types race is given little importance by most intelligent folk particularly in the central lands though some royal families promote particular racial types each race appears to have developed ages ago in isolation from all others with its own pantheon of deities language and culture in practical matters of exploration trade adventure and war however color and race have little meaning baklunish baklunish baklunish the baklunish have golden-toned skin and straight fine-textured hair that is universally dark ranging from dusky brown to bluish black their eyes are usually green or gray-green; hazel and gray eyes are rare they tend to be long of limb and facial feature with high cheekbones the baklunish once held a great empire on the western side of the crystalmists and barrier peaks the invoked devastation ruined their empire for which the baklunish retaliated with the rain of colorless fire burning the suel imperium to ash most surviving baklunish moves north or west to the borders of the old empire and beyond the inhabitants of ekbir zeif ull and the tiger nomads typify the straight baklunish strain while the tusmits and the paynims show mixed ancestry the wolf nomads are often darker from intermarriage with the rovers of the barrens the ket ketites are the least typical baklunish having pale yellow golden-brown or tan complexions as a result of suloise and oeridian ancestry the baklunish unlike the suloise retained much of their culture after the fall of their empire honor family generosity and piety are fundamental virtues use of their classical language ancient baklunish in religious observances higher learning and the fine arts has preserved their ancestral traditions the baklunish have many customs and taboos derived from their great knowledge of astrology and their dependence on horses adds many beliefs and traditions regarding their honored steeds particularly among the nomads singing and dancing are widespread in their culture and trade and exploration are major pursuits settled baklunish favor bright patterns and gaudy colors in clothes typically with gowns and robes or else long coats with a long one-piece garment supplemented with other garb nomadic baklunish prefer clothes with several pastel colors enjoying fancy garments enhanced with puffs slashes on sleeves to show contrasting colors underneat and superfluous trim when traveling or making war the nomads instead wear rough items of leather hide or cloth bearing shields or banners indicating clan allegiance many skilled wizards are baklunish including experts in elemental magic divination and summoning and binding spells used on extraplanar beings cooperative spellcasting is practiced by many of the clergy particularly among the desert mystics flan flan flan pure flan have bronze skin varying from a light copper hue to a dark deep brown flan eyes are usually dark brown black brown or amber hair is wavy or curly and typically black or brown or any shade in between the flan have broad strong faces and sturdy builds the flan were the first known humans to live in eastern oerik and it is from them that the flanaess gets its name although evidence exists that they had once settled nations the oft-rumored ur-flan those vanished long ago the flan had been a nomadic people for many centuries when they were displaced by suloise and oeridian invaders large pockets of flan live in what are now geoff tenh and the barrens the tenh tenha are pure flan and the coppery rovers of the barrens nearly so the people of geoff and sterich also show strong flan heritage as do the stonehold stoneholders theocracy of the pale palish and certain perrenland perrenlander clans the flan have always been strongly tied to the natural world as they were nomadic hunter-gatherers for so long they see nature as an entity to be respected but not controlled and this is reflected in their myths legends and culture many flan believe the season of a child child''s birth affects later life and certain customs and taboos must be observed annually modern flan still have a preference for the outdoors and those who live in cities usually raise gardens and flower beds a tree is planted at the door of a flan home and the health of that tree is believed related to the welfare of the family storytelling is a favorite pastime ans most families have ancient oral folklore and legends to pass on the ancient nomadic flan wore simple clothing of animal skins belts breechcloths capes ropes and footwear boots and hard-soled slippers body painting and tattoos were common methods of personal decoration and these traditions are still practiced by the rovers of the barrens who prefer yellows and reds modern flan tend to dress in what is currently fashionable but they favor bright primary colors in solid arrangements flan wizards normally work in harmony with nature avoiding destructive magic a few delve into the necromantic arts of the ancient ur-flan but such practices are shunned by respectable folk many prefer protective and divinatory spells a practice that stems from their traditional roles of guarding nomadic tribes and helping them survive flan clerics are often durids who are more accepting of agriculture than they once were like the sun god pelor many flan deities have strong natural aspects oeridians oeridians oeridians oeridian skin tones range from tan to olive; brown and auburn hair are common though some individuals have hair as light as honey or as dark as coal likewise eye coloration is highly variable; brown and grey are seen most often oeridians tend to have square or oval faces and strong jaw lines after inhabiting what is now ull for generations barbaric oeridians were driven east by orc orcs and goblin goblins and emplyed as mercenaries by the baklunish and suel the migrating oeridians were able fighters and battled their way across the flanaess driving the suel before them and allying with the flan elf elves dwarf dwarves and other peoples nearly pure oeridians are seen in perrenland furyondy aerdy sunndi and onnwal the most powerful empire in the flanaess was created by a conquering tribe of oeridians the aerdi who subjugated and assimilated all who opposed them ancient oeridians were fierce warriors yet they were also self-sacrificing and loyal these traits are not as evident today but many oeridians do remain temperamental and prone to violence they have a preference for strict social order usually fitting themselves at the top and their military traditions are strong aggression is often channeled into political comflict and subterfuge the oeridian skill at warfare is unsurpassed and many folk have a hard0learned respect for it in peacetime they are practical hard working and not inclined to intellectual pursuits oeridian dress normally consists of a short tunic and close-fitting trousers with a cape or cloak tailored for ease of movement aerdi and nyrond nyrondal oeridians favor plaids and checks with ovals or diamonds in the south and west colors and patterns once showed clan allegiance but this practice is fading in favor of personal color preference following their warlike tendencies magic-using oeridians focus on battle-oriented spells as well as the enchantment of magic items useful in combat spellcasters have a hard-nosed practical attitude and they are generally hawkish and outgoing many strive to be leaders or masters magic is often used for pragmatic purposes too such as construction irrigation and iron-forging rhennee rhennee rhennee the complexion of rhenn-folk ranges from olive to tan; their hair is usually curly and tends to be black or dark brown most have eyes of grey blue or hazel but green is known in some families the rhennee are generally short but strong and wiry with men averaging 5''6 and women less the rhennee claim they are not native to the flanaess ; rather they say they are accidental travelers from another realm citizens of a lost homeland they call rhop their legends say they appeared first in the great kingdom in or near the adri forest pursued by monsters and hostle aerdi the fled west to the shores of the lake of unknown depths where they took to life on the water they now expertly ply the great rivers that cross the flanaess and migrate between the three great lakes rhennee are faily common on the waterways of the central flanaess and near inland shores and banks a few secret inland encampments are said to exist and here may also be encountered their rare land-dwelling cousins whom they derogatively refer to as the attloi the mutual distrust and antagonism between the rhenn-folk and other peoples of the flanaess have kept the rhennee relatively unmixed with other races though the rhennee are said to bring children of other races into their families little is known of the original culture of the rhennee as they were absent from the flanaess before 425 years ago and entered their current lifestyle to escape persecution the rhenn-folk are masters of inland sailing and navigation and they love their nomadic and adventurous life music and gambling are beloved amusements certain rhennee say they are nobles and have great authority among their kind men nearly always become warriors; some women become sorcerors wise women whose skills and knowledge make them the subtle masters of rhennee society rhennee do have a wide reputation as thieves and most do learn roguish skills as children practicing them primarily upon outsiders their secrecy and bad reputation cause most people to dislike the rhennee and the feeling is mutual they survive by ferrying goods and passengers fishing hunting selling their crafts and illegal means theft and smuggling although they put forth the least amount of work needed to accomplish their goals they follow a code of conduct that has different restrictions for dealing with others of their kind versus non-rhennee outsiders who may be lied to and cheated these people dress in muted colors and each adult male has a set of homemade leather armor of good quality the cut and style of their clothing is simple and functional eschewing the fashion-minded concerns of other races their leatherwork is exceptional of the rhennee only the female students of wise women become spellcasters clerics are unknown among them wise women prefer charms and illusions practicing divination as well they like spells that decieve or confuse people especially enchantments like love potions or very minor protective charms that can be sold to the foolish unwary or greedy suloise suloise suloise the suel have the lightest coloration of any known human race in the flanaess their skin is fair with an atypical proportion of albinos eye color is pale blue or violet sometimes deep blue or grey suel hair is wiry often curly or kinky with fair colors such as yellow light red blond and platinum blond the suel tend to be lean with narrow facial features the suel imperium was located in what is now the sea of dust wicked and decadent this empire was destroyed during a war with the baklunish when the latter brought down the rain of colorless fire suloise survivors fled in all directions many crossing the hellfurnaces into the flanaess where they met other suel who had fled the long war much earlier some evil suel were forced into the extreme corners of the flanaess by invading oeridians the barbarians of the thillonrian peninsula are among the few remaining pure suel though the people of the duchy of urnst and places in the lordship of the isles are nearly so the suel imperium was governed by contesting noble houses and the fleeing bands that entered the flanaess were often led by nobles with their families and many retainers the modern suel retain this affinity for family although they use a very narrow definition of the word to only include siblings parents and children a few suel can trace their lineage all the way back to the days of their empire the ancient suel imperium was exceddingly cruel fortunately most suel have avoided this dark legacy having inherited the relatively minor flaws of being opinionated selfish and blunt many also tend to be prideful and unwilling to admit flaws or personal hardships they have a passion for study especially in regard to magic and many suel wizards become incredibly powerful traditional suel dress includes wide-legged pantaloons and loose blouses vests in the south both in solid colors most individuals use one color only with nobles using two or more as appropriate to their house the style of clothing is adapted to the climate; suel in the far north wear furs or thick wool with capes mittens and furred boots the suel like large pins brooches emblems and other adornments a few of which are ancient heirlooms heirs of a highly magical society the suel still have an aptitude for most types of spellcasting suel wizards often become masters of spells that involve transmutation they also perfected a number of binding spells and created many items used for controling and dominating other beings for instance it is thought that a long-dead suel emperor made the ancient and terrible   orb of dragonkind orbs of dragonkind   '),
(1841, 'al''akbar', ' dmpage god_alakbar2 right the high cleric al''akbar is the baklunish god of guardianship faithfulness dignity and duty once a mortal in the days following the invoked devestation he was called by the bakluni gods to restore the baklunish people to their path of righteousness and dignity he was given the fabled   cup of al''akbar cup   and   talisman of al''akbar talisman   that bear his name in earnest of this mission allowing his followers to construct a mosque in his name and call upon him in their prayers he soon became a god himself the faith of al''akbar today dominates the baklunish culture with its sense of community and propriety two historical branches of his faith exist the followers of the exalted faith recognize the supremacy of the holy caliph of ekbir and are masters of rhetoric and diplomacy with high regard for academic achievement the followers of the true faith however defer to the authority of the grand mufti of the yatils taking a more fundamental approach that emphasizes hard work plain speech and obedience the dervishes of the paynims follow a more obscure division following the authority of the enigmatic mahdi of the steppes  be as a vessel of kindness and emblem of devotion for the righteous man is both steadfast and merciful be as not the untutored infidel but rather heed your superiors and submit to their wisdom and guidance let the faithful strive to always nurture the seed of good in the soil of law that by doing so they are recieved into the garden of al''akbar   category gods '),
(1842, 'god alakbar', ' '),
(1843, 'god alakbar2', ' '),
(1844, 'wild coast', ' wildcoast thumb right map of the wild coast the western shores of the sea of gearnat have long been called the wild coast as the region has been a haven for malcontents dissidents demi-humans humanoids and the outcasts of other states it is a fair but not particularly fertile area - rolling countryside interpsersed with woodlands fens and scattered clusters of dwellings parts of the gnarley forest all of the welkwood east of the jewel river and the suss forest are all considered as being within this region the wild coast remains a free territory comprised of petty nobles robber barons guildheld towns fishing and forest villages freebooters mercenaries and displaced persons of all sorts this is due to the remote and isolated position it holds its lack of resources and the fact that it has never been strategically desirable at times portions of the area have been under the control of celene country celene the prince of principality of ulek ulek the gynarch of hardby and the free city of greyhawk the inhabitants however being of a mind otherwise have always managed to regain their freedom there is no question that the wild coast is known throughout the flanaess as a place of sanctuary albeit a highly dangerous one filled with adventure at the very least its racially mixed peoples are well known as mercenaries and adventurers themselves the area gives rise to many outstanding clerics fighters magic-users and thieves legendary natives of the wild coast have included mordenkainen robilar and tenser to name but a short few a wide-spread rumor among adventurers in the coast is that of a buried suel city located somewhere in the suss forest said to have given the jewel river its name and to have been a center of wickedness for centuries before its fall it it''s most commonly believed to have been a river port along the jewel somewhere to the southwest of elredd and its descendants are said to have been the founders of badwall though no hard evidence has been found for this city city''s existence the occasional discovery of an artifact distinctly suel in appearance means that this is a rumor that shows no signs of dying any time soon major cities major cities major cities safeton narwell fax badwall elredd '),
(1845, 'free city of greyhawk', ' #redirect city of greyhawk '),
(1846, 'infobox city', ' class infobox bordered cellpadding 4 style width 20em; font-size 95 ; style margin-left inherit; font-size medium;   name   - align center colspan 2 style width 280px; background none; text-align center; - style vertical-align middle; style border 0; image image_map 250px map of name - style font-size smaller; style border 0; map of name -  country  country -  province  province -  mayor  mayor -  population  population category cities category country cities '),
(1847, 'infobox city', ' empty syntax infobox city name image_map country province mayor population '),
(1848, 'elredd', ' infobox city name elredd image_map map_elredd jpg country wild coast province - mayor city lord shofner port lord rexor population 8 400 the city of elredd is in fact two settlements the first the city of elredd was founded nearly a century ago by the wolf nomads wolf nomad uroch enamored of civilization he decided to build his own outpost of it constructing fort alrad on the site of the present day town as a base of operations for his warriors as his fame spread more mercenaries flocked to his banner and the fort became the town of alrad later elredd the city thrived and expanded to a small village a few miles east on the coast of the woolly bay this settlement began its own period of rapid growth soon becoming the port of elredd the city has always thrived as a military city catering to mercenaries of all types and races as such it is home to a number of temples to martial deities including one of the few if not the only standing temple to the prince of swords kelanen the port has its own important temple as well the grand church of osprem one of that goddess goddess''s larger temples a number of small villages in the area are kept under the protection of elredd minborough 20 miles to the west is a prosporous farming village and a major source of food for the region 10 miles to the west is the small community of fallowfield so named for an incident which occured many years ago upon the death by plague many years ago of much of the village including a wealthy crop farmer the survivors burnt the bodies and their homes unsure of the source of the plague they rebuilt their village on a field left fallow by said farmer that year and have thrived if not grown since '),
(1849, 'faerie kingdom of celene', ' infobox country native_name faerie kingdom of celene common_name celene image_coat coat_celene gif image_map celene jpg capital enstad major_cities none provinces many manorial estates castles and townships governed by princes dukes counts and barons in a chaotic patchwork resources foodstuffs cloth silver fine wine and spirits languages elven common gnome halfling government_type hereditary feudal monarchy leader_title queen leader_name yolande citizen celenese population 135 800 demographics elf elf grey elf elf high human human sof elf half-elf gnome halfling halfling tallfellow halfling halfling lightfoot halfling halfling stout other demographic_numbers 59 000 48 300 12 200 6 800 4 100 1 400 700 700 2 700 religions elf pantheon gnome pantheon ehlonna phaulkon phyton halfling pantheon alignment cg ng ln n lg platinum moonveil gold suncrown electrum starcloak silver bellflower copper oakleaf allies duchy of ulek minor knights of luna but see below enemies pomarj iuz however celene has politically isolated itself from all surrounding states footnotes culture celene is the principal nation of the elf elves in the flanaess ruled by an elven monarch of faerie lineage the grand court is fully imbibed of the fey mysteries from the frolics to the passions and all rites are observed with a deliberate care this has given much of the nation the reputation in human lands of being oblivious to events beyond their own borders this is only partly accurate since the queen sometimes recieves ambassadors from foreign lands and many citizens display a clear understanding of events in the larger flanaess however she has clearly stated her desire shared by many that no elves are to die in humanity humanity''s wars geography celene celene''s borders are formed by the jewel river in the east and the handmaiden river to the west and south to the north are the kron hills and the curving eastern spur of the lortmils which form a vast natural arena behind the capital enstad the capital is located in the northwestern corner of celene by the headwaters of the handmaiden river military the standing military of celene is primarily light infantry with longswords and longspears with numerous companies of archers as well celene also boasts an elite hippogriff-riding cavalry chosen from the most noble and experienced grey elven officers in the queen queen''s service finally there is the most elite unit the companion guard an organization of knights under the command of the royal consort most forces in the kingdom are loyal to the queen but dissenting groups such as the knights of luna serve leaders with different ambitions most of these units are border companies in the suss forest suss or welkwood and many have fought pomarj orc orcs in the principality of ulek history celene has ever been home to the elf grey elves of the flanaess in ancient days elven princes held sway from the velverdyva river velverdyva to the wild coast ; by the time of the migrations their rule had diminished to isolated pockets such as celene in those dark days groups of fleeing human#suloise suloise pushed through the lortmils and entered the elven country but their sojourn was brief such was the wantonness and cruelty of the suel that most were banished by the elves and driven past the jewel river other human tribes even among the suloise were better recieved by the elves if they cherished the land and its life the elves of celene even offered their allegiance to the benign rulers of keoland for several centuries rejecting them only when warlike monarchs took the keoish throne the grand court assembled at enstad to determine the best course for the elves seeking a leader from among their member princess yolande of bellmeadow a fey wizard and accomplished warrior was hailed by the gathered nobles as their brightest hope together with the ulek provinces in 348 cy celene expelled the royal garrisons of keoland princess yolande organized the defenses of the elven nation and prince consort triserron proved an able field commander besting keoish forces in a number of short engagements with their victories came full independence for celene and the elevation of yolande to queen of the new realm other perils soon threatened the elven kingdom the orc orcs of the lortmils no longer restrained by keoish patrols attacked their lowland neighbors with increasing ferocity these invasions were always turned back but at great cost and there seemed to be no end to the hordes that spewed from the mountains each spring celene joined in a defensive alliance with the ulek states and the kron hills gnomes seeking to contain the nonhuman menace by coordinating the efforts of each nation nation''s military they achieved limited succees but continued to incur losses the greatest of these being the death of the prince consort of celene while returning from a mission to the county of ulek the prince consort was waylaid and slain by orc orcs in a narrow pass south of the town of courwood his tragic death led the elves of celene to spearhead the hateful wars the hateful wars were a series of conflicts waged for more than a decade against the orc orcs and goblin goblins in the heart of the lortmils following the low road of the lortmils the combined forces discovered every secret stronghold in the chain each orc goblin and hobgoblin lair was destroyed together with as many of the hated beings as possible forced to the surface the survivors had nowhere to recover their strength and numbers after two harsh winters they were driven from the mountains altogether the successful prosecution of the hateful wars brought yolande even greater honor she was invested by the grand court with the mantle of the blue moon giving her the title lady rhalta of all elvenkind queen yolande however found little comfort in such artifacts and honorifics and though she took a series of consorts she fell even deeper into mourning for her lost triserron reflecting this celene has grown further isolationist in recent years closing its borders to even the most benign of nonelven travelers and though some find this a welcome change from past days others are wondering on the queen queen''s stability worrying that she may be becoming overly obsessed with her view of the sanctity of celene '),
(1850, 'celene country', ' '),
(1851, 'safeton', ' infobox city name safeton image_map map_safeton jpg country wild coast province - mayor population 6 100 safeton once known as safe town is true to its name one of the safer settlements on the wild coast originally founded on the coast of the woolly bay c 260 or -385 cy it was first settled by emigrants from nearby narwell it quickly grew to become a trading partner with that town sending out fishing boats and small trade ships to support its economy while sponsoring privateers to raid the other coastal towns of the wild coast as the town developed it began quarrying stone for the homes of its most powerful residents those who would be petty warlords elsewhere as may be apparant it was originally named not for its own safety as seen like most cities on the coast it was once quite lawless but for its ability to repel intruders the lack of a heavy humanoid population in the northern parts of the wild coast was a great boon for settlements in those areas allowing them to thrive much more than those further south this allowed it to eventually become much better-policed than said settlements giving rise to the rumor that its streets were always safe though the climate in safeton is fairly calm its position gives rise to a number of odd effects the yellow haze and dirty rain found in narwell also tend to be found in this city as well as the cooler summers and warmer winters brought about by the woolly bay ; snow is quite uncommon in safeton due to both this and the bright desert and the bay itself never freezes over though ice does sometimes form at the shores cool winds often blow inwards during hot afternoons though they may shift to any direction at night during goodmonth and harvester however the most readily apparant effect is the odd safeton physic so named for its believed healthful properties in blowing dust and debris out of the city a powerful gale averaging about 25 mph it blows from the southeast over the coast of the bay affecting a region from 60 miles south of safeton all the way up to the mouth of the selintan river it tends to blow continuously from noontime until late at night and travel during this wind is so difficult that ships heading down the bay towards the sea of gearnat avoid traveling at night if they can avoid it unless they are able to stick near the shores of the bright desert a small number of communities can be found near safeton some independant and some relying on the larger town for support carnakh a small fishing village near safeton is best known for the peltander family the rulers of the village for the past 100 years this family has such a strong personality that their mere presence has placed the rest of the villagers in a serf-like state since they first took their current position wyvernen a tiny village surrounded by a wall of stone and wood and located merely a half-day half-day''s travel to the southwest is home to a number of farmers bandits peat-diggers and raiders as well as a family of gnome cutthroats chased out of safeton some time ago it it''s ruled by the tyrannical hand of hendred blerrid a dwarven priest of hextor who from the saddle of his trained wyvern is well capable of defending the village from invaders of any type '),
(1852, 'wild coast cities', ' cities located on the wild coast category cities '),
(1853, 'cities', ' the cities towns villages and other settlements found across the flanaess '),
(1854, 'narwell', ' infobox city name narwell image_map map_narwell jpg country wild coast province - mayor population 2 900 narwell or naer naer''s well as it was once known originally was nothing more than a cluster of farmlands around an artesian well some 90 miles inland from the wild coast by c 260 or -385 cy it had become a fortified village trading goods with coastal communities as well as any elf olvenfolk tolerant daring or corrupt enough to dare trading with a human community however the general lawlessness of the area quickly gave narwell a well-deserved reputation as a center of banditry as these raiders served the town as scouts and guerilla fighters during wars with enraged elf olvenfolk woodland monsters humanoid bands and human#suloise suloise neighbors narwell narwell''s peoples have always been a tad xenophobic though normally this tends to be subdued anyone whose ancestors were not from this town is usually treated with a bit of derision especially if ones ancestors include elves this tendancy makes itself even more apparant during the annual foundation day celebrated once a year on midsummer day though filled with the normal drinking music and fighting that follows such riotous celebrations the entire day is filled with an unpleasant edge even greater than normal against any outsiders this edge is even stronger towards elves a feeling fairly shared by that race especially those originally from celene country celene given the main event of the day the town baron baron''s troops leading a city-wide parade through the streets carry the town town''s standard through the streets; a standard which includes a number of trophies taken from elves of the gnarley forest or welkwood slain in past battles with town guards or local highwaymen the bright desert to the east tends to cause the weather throughout the northern wild coast to be a bit odd compared to most on windy days a faint yellow haze and a patina of dust are common as particles from the sand- and duststorms of that area are carried across the bay dirty rain also tends to be common in narwell when the same windblown dust comes down in thundershowers leading rainwater to be filtered or let sit for a day before anyone attempts to drink it ');
